I agree that many of the problems with save-or-die are from how it has been traditionally employed. If you take a look at one of the old basic modules (B2-B9), you'll see quite a few traps where a missed poison needle more-often-than-not results in a dead PC. And those are intro modules!
In 3e, the problem is that the spell list is rife with save-or-die / save-or-suck effects. Unless the DM consciously avoids those spells (mostly my modus operandi in 3.x) or spellcasting enemies, PCs will be routinely taken out of the combat by an early bad die roll. As a side effect, death (followed by a routine resurrection) becomes common enough at higher levels, that it loses a lot of its drama value.
I agree with many in this thread who say that SoD needs some optional settings to get more SoD or less SoD if the DM wants to adjust the default setting. But I think the key to SoD is for the designers to figure out where it really adds to the game and where a slower or less lethal effect can be substituted. I think the problem isn't having SoD in the game. The problem is in having it in the game a lot.
if fighters are throwing down Decapitation Strikes
I'd like the things that cause SoD effects to take longer to add some drama.(...) Literature and fairy tales are rife with "Curses" and "hexes" that take a long, agonizing time to work their wonders. On the other hand, if somebody pours a bunch of anti-life "negative energy" into you...dying right now seems like a thing that could happen. I can't imagine any scenario where you survive dropping into lava.
In 3e, the problem is that the spell list is rife with save-or-die / save-or-suck effects. Unless the DM consciously avoids those spells (mostly my modus operandi in 3.x)
This is why it is always a good idea to have everyone make backup characters in a lethal campaign. For me the excitement factor added by the possibility if character death outweighs the negatives of making a new guy.
Meh.
Sorry, I play D&D to have fun. Not to create PCs. Some people like creating PCs and like trying out new ones a lot. I don't.
I want my PC to go from zero to hero over the course of years. I have no problem with lethal encounters as long as it's not a single die roll and your PC is dead (I even once had a DM say "Oh, you're outnumbered, your PC is dead" with no opportunity at all to play it out and see if my PC survived). I can handle lethal encounters as long as the PCs can react to situations (encounters where the NPCs stun the PCs left and right are the equivalent of save or die, so those are worthless as well). I prepare my PCs, I craft or purchase "go to the well" items and push comes to shove, my PC is going to survive, or it's going to be a TPK. Some players hang on to their PC's gold. I use my PC's gold to help out my PC (and indirectly, the party).
Save or die throws all of that player and months of in game preparation out the window. One might as well just be telling stories in a room with no character sheets and someone flips a coin and says "Sorry, your story is ended. The volcano exploded and that group died. Next story."
D&D is a game, not a luck roll competition. I play games to enjoy them, not to NOT enjoy them.
Some players can change PCs like they are changing their clothes. Others like to play the story for their PC out over years. Save or die is a worthless game mechanic for the latter sort of player and shouldn't be part of core.
If the DM wants a lethal game with save or die type mechanics, I'll just pass on that game.
Meh.
Sorry, I play D&D to have fun. Not to create PCs. Some people like creating PCs and like trying out new ones a lot. I don't.
We must look deeper as to why this particular mechanic causes concern for many.
Lethality is still an issue. A single roll determining whether a character lives or dies is very different from a series of attack and damage rolls over a period of rounds. A battered character can seek retreat or healing or otherwise try to turn the tide before he dies. A character facing SoDs is either fine or dead, no sense of when his 'luck is starting to run out.'We must look deeper as to why this particular mechanic causes concern for many.