CapnZapp
Legend
That is not how I define this class of effect. Your refutation of my statement is therefore irrelevant.a save-or-die spell (or save-or-lose, if you prefer) can take down a target regardless of how many hit points it has
That is not how I define this class of effect. Your refutation of my statement is therefore irrelevant.a save-or-die spell (or save-or-lose, if you prefer) can take down a target regardless of how many hit points it has
No, it doesn't. It does the exact opposite of bypassing hit points. Your hit points are the gatekeeper determining whether the spell can affect you or not. If you have 41 or more, the spell slams into your hit points like hitting a brick wall.
As I said before, the point is that a save-or-die spell (or save-or-lose, if you prefer) can take down a target regardless of how many hit points it has. Sleep does not do this.
It is true 5th edition sleep is designed to minimize the classic issues with save or suck spells.The problem with abilities that bypass hitpoints are that:
1. You are playing a different game than everyone else at the table. If you are doing "Int" damage while everyone else is doing HP damage, then your damage and their damage don't interact. Whoever gets their total to 0 first wins and the other damage might as well not exist.
2. "Tough" monsters can be taken out easily by targeting their lowest pool that you can damage. Monster has 400 hitpoints? No problem, their Int is 3, so your spell that lowers Int by 1d6 is much more powerful than doing HP damage.
Sleep has neither of these problems. Their hitpoint pool matters when determining if the spell succeeds. If your allies reduce the enemy's hitpoints then it increases the chance of your Sleep spell working. Tough monsters aren't immediately defeated by a sleep spells since they won't be affected at all.
Sleep doesn't have any of the problems of those older spells.
I'm just not sure what benefit you get from classifying it that way. The reason people refer to the class of "save or die" spells or "save or suck" spells at all is because of the two problems I mentioned. It sucks as a DM when a big, powerful monster gets taken down by one spell without having to do any damage to it at all. It sucks for a PC to have the same thing happen to them. Completely healthy to dead or at least incapacitated with one spell and one die roll can suck. Well, unless the creature was really weak to begin with. It doesn't matter if your "Finger of Death" or whatever kills someone outright if they only have 4 hitpoints and would have died to any weapon attack against them. Since, at that point, the spell is effectively doing 4 points of damage and is the same as a magic missile.It might be a nitpick, it might be a theoretical exercise, but it's still important to recognize Sleep for the save or die it is.
So your definition of "save-or-die" is that it disables the target in a way other than actual hit point damage? I mean, yeah, by that definition, I guess sleep qualifies. However, I don't see any reason to adopt that definition. We already have names for non-damage disabling effects; we call them "debuffs" or "status effects," which sleep unquestionably is.It might be a nitpick, it might be a theoretical exercise, but it's still important to recognize Sleep for the save or die it is.
And then the question becomes one of whether this is OK or not; personally I don't mind it as funnelling everything into pure h.p. damage gets kinda same-y.I'm just not sure what benefit you get from classifying it that way. The reason people refer to the class of "save or die" spells or "save or suck" spells at all is because of the two problems I mentioned. It sucks as a DM when a big, powerful monster gets taken down by one spell without having to do any damage to it at all. It sucks for a PC to have the same thing happen to them. Completely healthy to dead or at least incapacitated with one spell and one die roll can suck.
Agreed. Save-or-die doesn't necessarily mean the spell itself is gonna kill you, but that you're gonna be dead before the spell ends if you blow this save. (Hold Person has a long and infamous history in our crew for just this)"Save or Die" is a category of spells that says "I don't care how many hit points you have....you die(or you are so incapacitated or debuffed that you might as well be dead since you can no longer effectively fight back)".
Well, not really. Every offensive spell, perhaps; but Cat's Grace and Reflecting Pool don't exactly fill me with fear of death if I don't resist.This spell doesn't have that problem at all. Classifying it as a "save or die" spell implies it does have that problem....since that's the only thing that "save or die" spells have in common. Otherwise every spells that doesn't do actual damage should be classified as "save or die".
If it is ineffective against a creature with 1000 hit point, it doesn't bypass them.This does not change the fact that the spell technically still bypasses hit points, and I therefore classify it as such.
That would be a house-rule though, since a Bonus Action can only be used for actions that explicitly use a Bonus Action; if you don't have such an action available, then you can't take a Bonus Action. RAW it would be a Standard Action, but even then, there are times in which it might make sense.
No, but if it is effective against a creature with 20 hit point, it does bypass them.If it is ineffective against a creature with 1000 hit point, it doesn't bypass them.
Also, there is no save.
Also, whether there's an actual save or not remains irrelevant.