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<blockquote data-quote="Luddite" data-source="post: 352698" data-attributes="member: 4099"><p>One way of limiting the <em>anticlimatic</em> effect of "Save or Die" spells is to steal from Kaptin_Kantrip's favorite game (or one of them) <em>Spycraft</em>. The Action Die system gives both the players and the DM a fixed number of bonus die that can be used in these situations.</p><p></p><p>So if you are worried that your Big Bad Villan needs to make this save so he can open his <em>Unholy Can of Demonic Whoop-ass</em> <span style="font-size: 9px">(economy sized)</span>, then you spend one, or more, of your die to do so. Of course the players then can spend one of their dice to limit or negate the effect of his <em>Unholy Can of Demonic Whoop-ass</em> <span style="font-size: 9px">(economy sized)</span></p><p></p><p>This does at least add some tension to the room. At least a few more diced are rolled before the combat is over. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>The idea is to give both players and DMs a little bit of leyway so they don't get taken out by one lucky roll. (Two lucky rolls would be needed)</p><p></p><p>-The Luddite</p></blockquote><p></p>
[QUOTE="Luddite, post: 352698, member: 4099"] One way of limiting the [i]anticlimatic[/i] effect of "Save or Die" spells is to steal from Kaptin_Kantrip's favorite game (or one of them) [I]Spycraft[/I]. The Action Die system gives both the players and the DM a fixed number of bonus die that can be used in these situations. So if you are worried that your Big Bad Villan needs to make this save so he can open his [i]Unholy Can of Demonic Whoop-ass[/i] [SIZE=1](economy sized)[/SIZE], then you spend one, or more, of your die to do so. Of course the players then can spend one of their dice to limit or negate the effect of his [i]Unholy Can of Demonic Whoop-ass[/i] [SIZE=1](economy sized)[/SIZE] This does at least add some tension to the room. At least a few more diced are rolled before the combat is over. :D The idea is to give both players and DMs a little bit of leyway so they don't get taken out by one lucky roll. (Two lucky rolls would be needed) -The Luddite [/QUOTE]
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