Gort said:That's like saying bungee jumping without a cord is really fun if you ignore the "splattering into the ground" part.
ZombieRoboNinja said:The blast is AOE, isn't it? So if it was still full stun/paralysis in 4e, where saving throws are reversed, the DM rolling a 20 would be a TPK every time.
The mind flayer still has a Dominate ability that certainly doesn't sound wussy.
mneme said:Why? Because it breaks the game, more or less; once enough monsters and PCs have SoD effects, the game becomes almost entirely about SoD -- a series of rolls to avoid being removed from the combat, with the last side to fail their last roll getting summarily killed. Without SoD (or really, Save or Stop), one can have 25th level combats work more or less like 3rd level combats. With it? Not so much.
In essence, if SoS isn't completely gone, it needs to be priced at what it is -- the near-equivalent of doing all your foe's HP in damage, all at once.
In fact, most of all failure isn't fun for the player, no matter how it happens.
Kamikaze Midget said:Strongly Disagree.
It doesn't matter if you win or loose, it's how you play the game.
Save or Suck essentially meant that you had to stop playing the game, and go sit on the bench.
No one has fun on the bench except the spectators.
And D&D is not a very good spectator game.
Removing Save or Suffer Death is done, but Save or Suffer a Condition seems not gone. And while "Save or Death" is gone, maybe there is still a "Save or die in n rounds if nobody helps you" (with n > 1)Celebrim said:This is I think a far more pertinant (and reflective) argument than claiming that they must go because they aren't fun for the player. Alot of things that can happen to a character aren't strictly speaking 'fun for the player'. In fact, most of all failure isn't fun for the player, no matter how it happens. Everyone wants to succeed. But the However, while I think the argument is fundamentally correct, I'd like to note that it is an argument for changing the mechanics of 'Save or Suffer a Condition' not for removing 'Save or Suffer a Condition'.
That's my real complaint with 4E. It seems to think the elegant solution to any mechanical difficulty is remove the mechanic. I suspect the other solutions we see will be like Iron Heroes, and will not, IME, scale very well.
Celebrim said:This is I think a far more pertinant (and reflective) argument than claiming that they must go because they aren't fun for the player. Alot of things that can happen to a character aren't strictly speaking 'fun for the player'. In fact, most of all failure isn't fun for the player, no matter how it happens. Everyone wants to succeed. But the However, while I think the argument is fundamentally correct, I'd like to note that it is an argument for changing the mechanics of 'Save or Suffer a Condition' not for removing 'Save or Suffer a Condition'.
That's my real complaint with 4E. It seems to think the elegant solution to any mechanical difficulty is remove the mechanic. I suspect the other solutions we see will be like Iron Heroes, and will not, IME, scale very well.
FireLance said:I thought the distinction between bad things happening to the character and bad (or boring) things happening to the player has already been made.
But at least the player got to make the attack rolls.
I would also distinguish between missing ten times in a row because the player never rolled higher than an 8, and missing ten times in a row because the player needs to roll an 18 to hit. One seems like a extraordinary run of bad luck, while the other seems to be an extraordinarily tough challenge. Most people I know would not get upset at the former - it could happen to anyone, after all. How people react to the latter can be rather complex and dependent on playstyle assumptions, so I won't go into it here.
However, if you frame "fun" as 100% participation instead of 100% success, you never get on that slope, any more than being able to participate in every round of a game of chess, or Hearts, or Monopoly guarantees success.
If death or unconsciousness occurs at or near the end of an encounter, you still reach your objective if the player was an active participant for most of it.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.