I do believe that good game design is not "well someone likes this, therefore it's good game design." That's just lazy justification.
You didn't actually counter my post that talks about this, you just disagreed. Not much I can say on this bit.
There are objective points you can look at to decide whether something is good game design or not.
As long as you have certain goals in mind for what you want out of the game, yes. Which is what I said. Those goals are probably based on your personal preference, though (and if not, they're based on something else you decide, like what might appeal to most people's preferences, etc.). You can try to objectively see if they fit your goals, but your initial goals are just personal preference.
Why is it SOD when you get bitten by a snake, but, not SOD when you get enveloped in a ball of fire?
I think the idea is that snakes need to be potentially more dangerous, even at high levels. Not 100%, though, as I didn't play any pre-3.X game. But, bypassing HP mechanics aren't necessarily arbitrary. If you want an effect to be more dangerous, to potentially happen regardless of the game's take on HP, etc., then you have strong reasons to bypass HP and institute Save or Die effects.
But, about five SOD effects is almost certainly going to kill your PC. It breaks game math. It's too powerful.
How is this not personal preference? What if the goal is to create an effect / monster / attack / whatever that is that powerful? What if the goal is to kill at least one PC / NPC / Monster / whatever? I can't see how this isn't personal preference.
SOD effects are impossible to judge from a rewards standpoint.
I think rewards based on fights are pretty much based on pacing anyways. Do you want pacing to increase faster than normal when that type of monster / spell / effect is used? If so, then increase XP by the amount you'd like to see. XP for challenges aren't arbitrary, they're a pacing mechanic. If you feel that the SOD effect warrants faster pacing, then do that. If not, then don't. You just use the same reasoning that you do for all other XP rewards based on individual challenges.
Related to the above. SoD monsters become one trick ponies. Not always, but, frequently. Above was mentioned a Bodak. Ok. But, a single 3rd level cleric spell and the bodak is now doing a d8+1 damage per round. You can send in the wizard with a club to beat it to death if you want. It's binary. Either it kills a PC or it's a waste of table time.
This is your preference for non-one trick ponies. That's all it is. Sometimes, a monster / NPC / PC / etc. is only a one trick pony, and that's all you need or want, even from a story perspective. You can dislike that, and that's fine. You can design things so this isn't the case. But this is completely based on preference.
Even the game designers have realized that SoD was a bad idea. Look at how poison changed from AD&D to 3e. In AD&D, with a few exceptions, if you failed a poison save you died. Every snake, spider and whatnot was a SoD creature. In 3e, it went to stat damage. Why did they change this if SoD was such a great idea?
Personal preference (they thought spiders should no longer be as big a threat as they used to be). I should also note that 3.X is full of SOD, still.
Also, "some designers did it in some cases, so it's objective"? I don't get it.
SoD ignores existing mechanics. We have always had different damage types. From AD&D onward, we've had fire damage and lightning damage, at the very least. Various effects were typed and then shunted into the HP mechanics. But, for some reason, we give special treatment to poisons and other effects. Why? Why not simply go with typed damage? A snake does XdY points of poison damage. If the PC dies, then he was poisoned to death.
Addressed this earlier. If the goal is to make the effect / attack / monster / spell / etc. more dangerous, more random, more lethal, etc., then you'd want to bypass potential mountains of HP. It also depends on what HP means in the game, or potentially even at the table. I don't understand the "it's bypassing another mechanic" argument as somehow bad, if it helps accomplish the goal that the designer has in mind.
We play entirely different genres. I've never run a game that was "heroic fantasy where the heroes are awesome and will live to the end", nor have I played the Die Hard style people talk about on this site and others, nor the Big Damn Heroes style either.
D&D can be played in different genres. You can advocate for yours, and that's cool, but how is this not personal preference again?
SoD forces arms races. Typically, but not always, the casters have the counter for the SoD effect - protection from poison/silence spells/whatever. So, whenever SoD critters come up, it's over to the casters to save the day and then the encounter goes from being interesting to being a speed bump.
This is a design issue with spellcasters having something that you want shared, not a problem with SOD. Which is personal preference. You can definitely solve these issues, too, while keeping SOD, or even granting it to non-spellcasters (high level martial characters in my RPG can make a SOD attack each round).
So, no. I do not believe that good game design is reliant on whether or not someone happens to like it.
Whereas I think that's pretty obviously the case, since people have to set goals based on personal preferences before trying to objectively judge the system.
If you cannot justify why something is good game design with anything other than, "Well, it's fun for me", that doesn't make it well designed.
Unless the goal was "fun for me", in which case, the mechanics are a success. Which, to me, seems like it's well designed.
Good game design actually means something beyond, "I like it".
True. It means that the mechanics help achieve the result you aimed for. Your aim is just based on personal preference.
It means that given mechanics are robust and streamlined. That given mechanics fit with overall mechanics. That given mechanics are not completely arbitrary after thoughts tacked on to Spackle over other systems.
Your personal preferences. If you created mechanics that fit these criteria, they would be well designed. I mean, really, yes, you can attempt to judge game mechanics objectively. (I say "attempt" because people often let bias seep in.) You just need to set goals for the mechanics to achieve first, and those goals are founded on personal preference. Right? As always, play what you like
