There are a couple of obvious ideas that spring to mind, but I'm curious to see if we can't come up with something particularly slick or interesting.
Such as?
There are a couple of obvious ideas that spring to mind, but I'm curious to see if we can't come up with something particularly slick or interesting.
Save-or-die doesn't automatically mean super-lethal. Save-or-die worked fairly well in the classic editions because saving throws were static numbers. Save-or-die most often occurred with high level spells. High level spells are found in high level games. High level PCs rarely failed their saving throws.
Fair, another compromise... again, trying to keep the spirit of save or die, but make it actually make sense within the hit point system that exists in the game.
Finger of Death
VERY high necrotic damage only if it's enough to kill the target. If insufficient, minimal damage (as if target had saved).
Save: Minimal damage.
Similar to how staking a vampire works in Buffy*, let's say FoD dealt 20d6 damage (or whatever). If that's enough to kill the target, then it's dead. If it isn't, it deals 20 damage. Done.
* something like triple damage - if that's enough to kill the vamp, it's staked - if not, it just does normal damage not triple, cause you clearly didn't stake it
How about save or get a failed death save and dying (as in 4e)?
Bob the Fighter's at full hp and gets hit with Finger of Death. He fails his save, so his bond between his body and soul is weakened (he gets a failed death save) and he's actually dying.
At the end of his next turn, he needs to make another death save and fails that too. Now he has 2 failed death saves.
On the following turn he makes his death save and is no longer dying (I know that's not exactly how 4e works though). But he still has the 2 strikes against him, so if he gets hit with another Finger of Death during this encounter, he'll be instantly dead if he fails his save. He may also be dead very quickly if he's reduced to below 0hp by other means.
On a case by case basis I can be completely on board with the concept you are suggesting. But you choose a really terrible example to work with.Ralgar, the creature before you casts off its cloak, and you see a mass of writhing snakes atop its vaguely feminine head. <Ralgar fails his save versus whatever> Ralgar, the sword in your hand begins to turn to stone, and by mere luck you manage to drop it before the foul magic affected you as well. Your +2 Sword of Swording shatters in a rocky mess on the cavern floor.
On a case by case basis I can be completely on board with the concept you are suggesting. But you choose a really terrible example to work with.
If you look at Medusa: You turn to stone.
It is that simple.
Unless your game is a recreation of Greek myth, then a medusa (not the Medusa) does not have to work that way.
The legendary Greek Medusa wouldn't be a monster that level 7 characters are expected to fight (but that was the case in most editions of D&D).