Warbringer
Explorer
If you think save or die sucks, try losing a character to failed system shock roll 

There are also people who don't like hit points because they don't fit with more realistic descriptions of combat...
The problem is that "good game design" isn't a thing unless you define what you want out of the game. If it's "fun", then mechanics that are fun = "good game design". If it's encounter balance, then games that lack that = not "good game design".
But until you define what it is you want out of the game, you can't judge whether or not it's got good design in that area. If the goal is "I want at least one person to die from this effect" (be it falling distance, bodaks, or whatever), then the game giving you one or more deaths (on average) = "good game design". If you don't want that, then it's not "good game design".
It sounds like they're serving what you want them to, which, as far as I can tell, makes them a well designed mechanic.
How do we judge it? We set up a way to judge it, just like we would for any other product. Sometimes people judge things on purity, sometimes people judge things on function, etc. We need to come up with what the mechanic should be doing, and seeing how closely it matches what we want it to. And, the sticky part here is that "what we want" is just personal taste. As always, play what you like![]()
Interesting thread topic.
In D&D, I generally dislike SoD. The reason that may seem odd is that my long-time favourite RPG is HârnMaster, where practically every wound is, in a sense, "save(s) or die" because shock, infection and such are always dangerous. My problem with it in D&D, I think, is that it doesn't fit - it's inconsistent.
What I mean by that is this: consider a tough character being hit by a giant's axe. A direct hit by that axe ought, by any sane measure, to be fatal. But the "damage" it does to hit points will never, if the character's hit points exceed the giant's maximum damage, kill the character. The only reasonable way to interpret this is that the giant's blow actually missed - just. It was close enough to ruffle hair, force a desperate dodge and/or rip clothing/armour - but it didn't actually hit.
So, why doesn't this happen with the "death ray"? It's really no more likely (or unlikely) to kill on a direct hit - but we were never assuming "hit" = "direct hit" in any case. So it's a mechanical difference with no really good reason to be handled differently. It's purely arbitrary. And the "follow-up" issue there is that this arbitrary (but often very powerful) feature is far more frequently applied to spells than to (say) really big axes.
So, in summary, I have no real issues with "save(s) or die" in a game per se, but I much prefer not to have them in games that run primarily on "hit points" or equivalent mechanics (like "health levels") for the simple reason that they introduce an inconsistency. And that inconsistency - like several others - is often used to cloak or simply confuse systemic biases, imbalances or other issues with the game as a whole. Ergo, for D&D, I would rather not have them, in general, whereas for games that use non-hp injury/dying rules they're fine.
Personally, as both a player and a DM, I like having the possibility of death in a game about people who very often are wading into combat with weapons & spells.
And yes, I have lost plenty of PCs to the whims of the dice, including some who died because of a save-or-die not related to spells at all. One fell head first into an underground chasm, another was snatched out of the air by a cave fisher when "catapulted" across another underground chasm in another canpaign (the PC was paralyzed when hit and the party had no way to reach the monster), yet another PC died in his first combat to a crit roll from an opponent with a 2Hd sword...and so forth.
So why should spells get singled out for nerfing?
It seems to me that various combinations of stealth and invisibility can not infrequently allow martial characters to achieve one-hit kills on surprised opponents.Correct me if I am wrong, Danny, but most of those seem to be multi-step slides into death. The guy was first paralyzed, and *then* got snatched. When you see the guy with the two-handed sword, there's a pretty good signal that he can deal out lots and lots of damage. One difference, then, is warning the player. Having the guy with the two handed sword walk towards you across the battle field, and you *choose* to engage, rather than have someone you didn't know about pop around the corner and cast Power Word, Death. Do you have a chance to take reasonable actions to mitigate circumstances?
It seems to me that various combinations of stealth and invisibility can not infrequently allow martial characters to achieve one-hit kills on surprised opponents.