The ethics of ... death

these are not normal thpes of damage. These are things that attack your organs, or turn you dust or stone.
I don't really get this.

Chlorine gas attacks your organs - yet green dragon breath does hp damage.

Acid reacts chemically with your skin - yet black dragon breath, Melf's Acid Arrow, etc do hp damage.

A hot fire will turn you to dust (or, rather, ash) - yet red dragon breath, Fireballs, etc do hp damage.

A sword attacks your organs (via penetrating them) - yet does hp damage.

None of this is, as such, an objection to SoD. But it is the reason I find the demarcation between poison, and other forms of damage, curious in principle. I don't think it is very consistent.

You alsmost want each monster to have a specific DC.
This is what the 4e Monster Manuals did.
 

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The fact that a computer game sets a silly scenario does not mean I find that an appropriate baseline for a game world.
But you're okay with the silly scenario suggested by a narrow reading of the actual rules?

Do you think the entire MM is full of creatures that only live in secret on one island shrouded in mists?

But I could also see bumping the DC up, not down, for more rare creatures.
Certainly. If you're in a desert and you get attacked by a White Dragon, there's going to be some head scratching. Your desert character might not know too much about what's going on.

If the abilities and weaknesses of beasts like the Bodak are common knowledge, why bother with knowledge skills at all?
Perhaps because even common knowledge could be missed by a person with no bonus 45% of the time. Or for scenarios where you actually do need to know minute details about Medusas (as opposed to the obvious "don't look at them", which I'd put at DC 10-15 or so depending on context). Perhaps for things other than monster IDs.

I would not be putting Bodaks at DC 10 if we were assigning difficulties, though.
I wouldn't either. However, a bodak has six entries that could qualify as special abilities (and revealed as useful knowledge). I would not require a DC 43 (i.e. epic) check to learn all of them.

One of the more fun characters I recall was designed specifically to NOT be knowledgeable about everything he ran across - but he sure knew his tales.
I find this discussion particularly ironic because I did set a group of PCs against a bodak once, and they had no religious types and rolled low and didn't have any idea what it was. They never really figured it out and didn't particularly recall the bodak from the MM even when I explained it later, and the idea that all those angry glares I described were gaze attacks and that the fort saves were against death seemingly never occurred to them. At least, until the ranger's animal companion died after several rounds of this. Even then, they smoked it and its numerous allied undead without too many worries; I think some NPC died but that wasn't a huge deal.

Which just takes us back to the idea that this "broken math" and "guaranteed PC death" nonsense is...nonsense.
 

This is what the 4e Monster Manuals did.
And the rules also make it so all characters get better at making those checks as they advance, suggesting that experienced adventurers do know something about monsters. Oddly enough, the 4e rule is actually better.

None of this is, as such, an objection to SoD. But it is the reason I find the demarcation between poison, and other forms of damage, curious in principle. I don't think it is very consistent.
No it isn't. Using the same system to describe blunt force trauma, lacerations, and puncture wounds is already a stretch, and that's before you throw burns in there (and a bunch of other stuff).

There is, I think a real difference with poison (venom, really, in this context) worth noting; it acts slowly. Even extremely powerful poisons take time to kill.

Of course, you can just do that as damage over time, but then you get into balance issues (namely poison can be spammed away by weak healing spells over that time).

The other difference is that it has a specificity that wounds don't; a poison could stop you breathing or stop your heart but leave you otherwise fine. Targeting wounds is possible, but much harder. Ability damage sort of captures this aspect, because there are more abilities than there are types of hp.
 


Pemerton, my Ipad is not letting me use the quote feature for some reason, so forgive my not including quotes of your post in my response (also spelling is going to be rough as well due to typos).

i think those are very good points, and I did have to think about them, which suggests to me one can go in either direction on that particular point and I prbably would be entering the realm of pixel picking if I were to dig my heels in and defend the position that "no, poison must be different from these other things and the system supports that!" So let me start by saying my chief reason for wanting SoD is aving high stakes lethality at certain points in the game.

Clearly you are right, the system, because it is all over the place, is inconsistent about lots of things when you break them down. Theseints are hard enough to defend that i would say you are basically right in your objecting to making a big deal over the distinction. Here are some of my thoughts on why i tend to see poison as different, as well as some reactions to your points:

-there are inconsistencies across the game. I suppose though i have at least had poison being treated differently for so long, i am willing to overlook these other areas. For me having issues with believability in sme parts ofthe game, doesnt mean it is a good idea to take away the places that i do find believable.

-i thing with the sword wound, the difference is i can easily write off the range of damage as a scratch or an impalement depending on the result. It has shortcomings of course (you cannot stab a 20th level character in the heart unless they only have a few hp left). But that is harder to do with a cobra, where you are basically either poisoned or not and cobra venom, once in the system, goes for the organs (my understanding is it can make your heart stop or interfere with cardiac functioning). But also keep in mind many snake poisons in egame work like breath weapons. Some are save or take 2d8 damage, or some are damage plus a special condition. 3E uses ability damage that is often enough to kill. I just like having soe venomes that are death.

-dragons breath is a save but you are right falls more inline with traditional damage. This is probably best acknowledged as being somewhat inconsistebt with my claim about poison. But i can still see a difference in play, where I could take in various amounts of the gas and suffer a broad range of damage. Also fire and acid do have different properties in most editions so there is at least some effort to ake a distinction between that and a sword blow. I think the chlorine gas though is hard not to ignore. Probably a good argument formakingit save or die (or at very least con damage and maybe even dex and int).

-On the 4E MM. I do not have that (just the PHB and DMG) but i like that solution better than the 3E one. The specifics of the monster, its rarity and where it is located are much better ways to determine knowledge DCs than HD (you could have a very widespread and common monster with high HD).
 
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Adventuring is dangerous. Adventurers die sometimes. Death can come slowly through attrition, or instantaneously in any number of ways. A character in such a dangerous occupation should live life to the fullest because any moment may be the last.

Unlike real life, if a PC dies we can just roll up another and keep playing. Dialing down the danger level to reduce the risk of a make believe persona kicking the bucket isn't worth the tradeoff. The loss of excitement that goes along with the risk is a loss the player will notice. The sharp intake of breath from a player about to roll a save vs disintigration for a beloved PC is irreplaceable. The exhilaration felt when the save is successful only exists because of the potential anguish of a failure.

A "safer" environment kills the full range of excitement as much as it saves the lives of fictional personas. This is a game played for the entertainment of actual people. Childproofing the environment to prevent the " opps you died" moments is like playing poker without betting, just not as exciting.
 

Do you think the entire MM is full of creatures that only live in secret on one island shrouded in mists?

That would imply no one would have much in the way of knowledge of those creatures. Do you consider the MM bedtime reading for toddlers around the D&D world?

Certainly. If you're in a desert and you get attacked by a White Dragon, there's going to be some head scratching. Your desert character might not know too much about what's going on.

I was referencing "some creatures would be much less well known than their HD might indicate", but the need to have separate modifiers for every character based on background and experience in different terrains multiplies the complexity considerably. But your model suggests that both the Arctic character and the lifelong desert dweller know all the basics of that white dragon, Where it is encountered does not alter those odds, in my view (unless we assume the arctic dweller dismisses the signs it is a White Dragon because they don't live in the desert - but then, that implies he has knowledge of the desert as well as the arctic).

Perhaps because even common knowledge could be missed by a person with no bonus 45% of the time. Or for scenarios where you actually do need to know minute details about Medusas (as opposed to the obvious "don't look at them", which I'd put at DC 10-15 or so depending on context). Perhaps for things other than monster IDs.

Take 10! Perhaps this is an answer for a lot of the randomness. Given the knowledge check cannot be re-tried because "the check represents what you know, and thinking about a topic a second time doesn’t let you know something that you never learned in the first place" , perhaps Take 10 should be automatic in many cases. This does, however, set a pretty strict curriculum - EVERYONE with +3 knows everything with a check of 13- and nothing with a higher DC.

I wonder whether a better answer might be that the check is "what you immediately recognize in the heat of the moment", and you may Take 20 by taking the time to sit down, in calm surroundings, gather your thoughts, and carefully consider all aspects of the issue. Maybe that gets a penalty if you lack the appropriate tools - say, without your notes and reference materials, you take a -5, say, much larger than the usual penalty, but with access to excellent facilities, such as a research library, you get +5. Or perhaps taking a few moments to review the notes you carry with you, and consider the matter, allows you to Take 10 (meaning all common knowledge can be recovered in a minute or so, provided you can focus on the issue without being distracted), while access to proper research materials (your library at home, for example) and a few hours permits you to Take 20. A great research facility might even allow "Take 20 with a bonus", while colleagues might provide a sounding board ("Aid Another").

We'd still be a long way off from "real world" realism. Maybe not as far as I'm off the actual topic, but pretty far nonetheless. :)

I wouldn't either. However, a bodak has six entries that could qualify as special abilities (and revealed as useful knowledge). I would not require a DC 43 (i.e. epic) check to learn all of them.

It is another flaw in the system that more abilities = less likelihod of recall. Perhaps a random number of facts, with a bonus for making the roll by X (and X could vary with the creature, smaller for those with lots to reveal) ensuring higher skill typically generates more results. That said, for a rare creature with many unknowns, I have no problem with only Epic Success getting all the details, especially with NO CHANCE of misrecall or misinformation resulting in an error, rather than "don't know".

I find this discussion particularly ironic because I did set a group of PCs against a bodak once, and they had no religious types and rolled low and didn't have any idea what it was. They never really figured it out and didn't particularly recall the bodak from the MM even when I explained it later, and the idea that all those angry glares I described were gaze attacks and that the fort saves were against death seemingly never occurred to them. At least, until the ranger's animal companion died after several rounds of this. Even then, they smoked it and its numerous allied undead without too many worries; I think some NPC died but that wasn't a huge deal.

Which just takes us back to the idea that this "broken math" and "guaranteed PC death" nonsense is...nonsense.

Does the fact that I once had a group roll all 1's for saves prove it's not nonsense, or do we accept the potential for statistical outliers? If a bunch of NPC's died, as well as that Animal Companion, perhaps the issue is that you targeted the creature away from PC's, another means of mitigating the "save or die" aspects. That, or they're heroically using the NPC's as human shields to die in their place. The Bodak DC is 15. At CR 8, a strong save is +6 and a weak one is +2. It's CON based, so slap +1 to +4 on and we get a range of success from 12 (45% success) to 5 (80% success).

Now, assuming the bodak took your advice and did plenty of scouting, it should target those FORT weak characters. Three attempts have a 9.1% of not killing the target. Three attempts against the hardiest targets allow a 51.2% chance the target survives.

i think those are very good points, and I did have to think about them, which suggests to me one can go in either direction on that particular point and I prbably would be entering the realm of pixel picking if I were to dig my heels in and defend the position that "no, poison must be different from these other things and the system supports that!" So let me start by saying my chief reason for wanting SoD is aving high stakes lethality at certain points in the game.

-i thing with the sword wound, the difference is i can easily write off the range of damage as a scratch or an impalement depending on the result. It has shortcomings of course (you cannot stab a 20th level character in the heart unless they only have a few hp left). But that is harder to do with a cobra, where you are basically either poisoned or not and cobra venom, once in the system, goes for the organs (my understanding is it can make your heart stop or interfere with cardiac functioning). But also keep in mind many snake poisons in egame work like breath weapons. Some are save or take 2d8 damage, or some are damage plus a special condition. 3E uses ability damage that is often enough to kill. I just like having soe venomes that are death.

So why does the most lethal of venoms either kill the target or leave him unharmed, with no possible result in between? That is what SoD does. Is that a reasonable result that satisfies your desire for verissimillitude?

-dragons breath is a save but you are right falls more inline with traditional damage. This is probably best acknowledged as being somewhat inconsistebt with my claim about poison. But i can still see a difference in play, where I could take in various amounts of the gas and suffer a broad range of damage. Also fire and acid do have different properties in most editions so there is at least some effort to ake a distinction between that and a sword blow. I think the chlorine gas though is hard not to ignore. Probably a good argument formakingit save or die (or at very least con damage and maybe even dex and int).

I'm amazed you can see all those possibilities, but view poison as always having a precise dose delivered (or, perhaps, nothing), with no possibility that a hardier soul might be injured, but not killed, by the lethal venom. If he does save, that exceptionally lethal attack did precisely nothing? "Dead" or "Unaffected" are appropriately the sole choices?
 

Adventuring is dangerous. Adventurers die sometimes. Death can come slowly through attrition, or instantaneously in any number of ways. A character in such a dangerous occupation should live life to the fullest because any moment may be the last.

Unlike real life, if a PC dies we can just roll up another and keep playing. Dialing down the danger level to reduce the risk of a make believe persona kicking the bucket isn't worth the tradeoff. The loss of excitement that goes along with the risk is a loss the player will notice. The sharp intake of breath from a player about to roll a save vs disintigration for a beloved PC is irreplaceable. The exhilaration felt when the save is successful only exists because of the potential anguish of a failure.

A "safer" environment kills the full range of excitement as much as it saves the lives of fictional personas. This is a game played for the entertainment of actual people. Childproofing the environment to prevent the " opps you died" moments is like playing poker without betting, just not as exciting.

As someone who has been playing 4E since June of 2008, and DMing it since February 2009, I feel safe in assuring you that neither I nor any of the players I've DMed for feel that their world is 'child-proofed' and lacking in the threat of death, despite the absence of SoD spells and effects.

Plenty of characters have died. Plenty have had close brushes, on more than one occasion. There's been at least one near-miraculous recovery, as well as quite a few last-second rescues.

Characters have died in a fire, been turned into wraiths, been hammered flat on a table, drowned in blood, turned to stone, had their mind erased, fallen to their doom, been killed by bone shrapnel, bled out, been executed, been eaten … you know, 'child-safe' sorts of fates.
 

That would imply no one would have much in the way of knowledge of those creatures. Do you consider the MM bedtime reading for toddlers around the D&D world?
To a great extent, yes. We've all heard stories of fantasy and monsters, and toddlers are commonly told such stories at bedtime, and have been throughout history. And those stories are about stuff we made up. If there were real monsters, they would be even more ingrained in culture than our fantastical ones are.

Most children in most parts of the world have some notion of what a dragon is, what a fairy is, what a ghost is. I find it not much of a stretch to think that a D&D child (let alone an adventurer) knows more.

But your model suggests that both the Arctic character and the lifelong desert dweller know all the basics of that white dragon
I have a model?

If anything, my model for knowledge checks is "DM sets DC based on context". That suggests that people know a great deal about creatures that live in their area, that travelers and cosmopolitans know something about a lot of creatures, and that only academics know about creatures that are actually rare or do not live nearby.

Taking 10 on a Knowledge check, while not explicitly forbidden by the rules, seems pretty dubious to me. And you definitely can't do it in combat, which is usually when you're identifying monsters.

I wonder whether a better answer might be that the check is "what you immediately recognize in the heat of the moment", and you may...[do research and stuff]
Research is yet another topic that the existing 3.5 Knowledge rules don't explicitly handle. CoC d20 has a separate skill for it.

It is another flaw in the system that more abilities = less likelihod of recall.
There sure are a lot of really basic flaws in this system.

The whole "untrained characters can't make checks of higher than DC 10" is another one.

Does the fact that I once had a group roll all 1's for saves prove it's not nonsense, or do we accept the potential for statistical outliers?
No. It means than in a d20 game, when people roll poorly, bad things can happen. You could just as easily be killed by a bunch of orcs rolling 20's.

If a bunch of NPC's died, as well as that Animal Companion, perhaps the issue is that you targeted the creature away from PC's, another means of mitigating the "save or die" aspects. That, or they're heroically using the NPC's as human shields to die in their place. The Bodak DC is 15. At CR 8, a strong save is +6 and a weak one is +2. It's CON based, so slap +1 to +4 on and we get a range of success from 12 (45% success) to 5 (80% success).

Now, assuming the bodak took your advice and did plenty of scouting, it should target those FORT weak characters. Three attempts have a 9.1% of not killing the target. Three attempts against the hardiest targets allow a 51.2% chance the target survives.
First off, one weak fort NPC that they weren't really allied with died IIRC (and was raised), and the PCs were forming a wall preventing the undead from attacking a bunch on noncombatant NPCs. Second, I would never use a bodak or anything else out of the book straight up; this one was against a 6th (I think) level party, was advanced and had a template. It was chucking DC 20 saves at them and had an AC of 31, and and had 10 lesser undead creatures assisting it. Third, I don't remember giving any advice to bodaks, but yes it did target weaker characters and otherwise do sensible things.

And you know what, without them bothering to even avert their eyes, they still handled it fine. If someone had rolled low and died, the rest of them would have backed off and been more careful, and even though I restrict resurrection, it was an option for them. At the end of the day, this advanced bodak with a template, extra HD, better ability scores, magic items, allies, and the element of surprise was a moderately challenging and moderately exciting battle for a party of three level 6 PCs. It's not gamebreaking, or even eyebrow raising. It's just a monster from the first MM, a classic no less.
 
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N'racc. I was conceding the believability issue largely and offering pemerton some possible subjective reasons why it still appeals to my sense of that. But that said, I do agree poison could be more realistic. It is highly simplified in the same way HP are. And as I told pemerton my main reason for supporting SoD is I find save or die effects exciting. To me they add a lot of fun to the game. I guess around things like certain poisons and magical abilities it feels appropriate to me to add in save or die. But I am not terribly worried about consistency across the system where some other effects that are arguably just as dangerous do not revive the same treatment
 

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