That's just an argument for save or die monster/NPC powers to be used against PCs.
Its not an argument that it is good to give PCs save or die attack spells to use against BBEGs.
If NPCs can do something, PCs should be able to do the same thing. Players find that fair and like to turn the tables like that. It also adds to the simulationism of the game.
If you want another argument for it: Not all classes should work the same way, to make the game more interesting. Fighter-types hack away at hit points. Hence the need for classes that can use save-or-dies instead of hack-away attacks.
That is the Godwin's Law equivalent of RPG discussions. Instant FAIL.
Stating that Godwin's law BS is an 'instant fail' on your part, Wulf. You think it makes you look smart? It makes you look like an idiot in my book. (Not saying you are one - I'm sure you're not.)
D&D is a simulationist game, aka an RPG. If it weren't, it wouldn't be so much fun for people like me. Wulf, your BS way of thinking - that gamism trumps all - is what led to the dryness that is 4e.
Hence real world comparisons are important to the game. Sure, it adds magic, monsters, and superhuman feats and many mechanics are rather abstract and simplified. But in any discussion of game design for D&D, the baseline to start with is the real world situation, which can then be modified as desired if there are good reasons. For example, Monte Cook and the other 3e designers are proud to think that they simulated fairly well what sorts of actions can be taken by a real person during a 6-second interval.
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