Hussar
Legend
Going back to the math thing for a second.
If the goal here is to make certain encounters more lethal, why bother with SoD? Why not simply increase the monster damage? A dangerous snake does XdY damage (poison if we want to type it out) and is higher than normal for a creature of that level. That way it becomes easy to scale - if you want a more or less dangerous snake, simply adjust it's damage output - and we get combats that are more random. Again, this achieves the stated goals.
SoD doesn't do this. HP's have no memory. If I'm hit for HP damage, and then healed, my chances of dying from the next hit are completely unaffected by the previous damage. The chances of a PC death is all contained within that encounter (or possibly carrying on until healed later). But SoD doesn't work like that. SoD isn't time dependent.
Say your character makes a SoD save at 2nd, 6th and 9th level. Now, since monsters generally scale and save DC's scale as well, you chances are somewhere in the 50:50 range. Might be better, could be worse. We'll use 50:50 because it makes the math easy. The odds that you will not die to any one of these attacks is 1 in 8. 7 in 8 times you die. Even if we reduce the saves to 25% fail, you still die about 60% of the time.
Now, it might be the first one. It might be the third. Doesn't matter. Odds say that you will die on one of these attacks.
Which is why I keep saying that these mechanics are broken. HP ablation doesn't work like that. Nothing else in the game works like that. It actually means the the more times you are successful, the less chance there is that your next attempt will be successful.
If the goal here is to make certain encounters more lethal, why bother with SoD? Why not simply increase the monster damage? A dangerous snake does XdY damage (poison if we want to type it out) and is higher than normal for a creature of that level. That way it becomes easy to scale - if you want a more or less dangerous snake, simply adjust it's damage output - and we get combats that are more random. Again, this achieves the stated goals.
SoD doesn't do this. HP's have no memory. If I'm hit for HP damage, and then healed, my chances of dying from the next hit are completely unaffected by the previous damage. The chances of a PC death is all contained within that encounter (or possibly carrying on until healed later). But SoD doesn't work like that. SoD isn't time dependent.
Say your character makes a SoD save at 2nd, 6th and 9th level. Now, since monsters generally scale and save DC's scale as well, you chances are somewhere in the 50:50 range. Might be better, could be worse. We'll use 50:50 because it makes the math easy. The odds that you will not die to any one of these attacks is 1 in 8. 7 in 8 times you die. Even if we reduce the saves to 25% fail, you still die about 60% of the time.
Now, it might be the first one. It might be the third. Doesn't matter. Odds say that you will die on one of these attacks.
Which is why I keep saying that these mechanics are broken. HP ablation doesn't work like that. Nothing else in the game works like that. It actually means the the more times you are successful, the less chance there is that your next attempt will be successful.