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The Mathematics of Survivability
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<blockquote data-quote="Plane Sailing" data-source="post: 316470" data-attributes="member: 114"><p>I certainly noticed that back in the old days of D&D high level characters became very hard to kill quickly - typically needed 3+ to save against most things in many cases.</p><p></p><p>I suppose that one of the design goals of 3e was to give high level characters something like the same feel of risk that low level characters get, and that is where the scaling saving throws come from ? Just guessing.</p><p></p><p>As a DM I find that even though the party are now average 8th level it is still frighteningly easy to accidentally kill someone. I personally dislike quicky raise deads (smacks of computer game respawning to me!). I like to play in games that I could imagine as a novel, and easy comebacks from death competes against my "suspension of disbelief".</p><p></p><p>Frankly, I'm not sure how I'm going to run things at high level to give my PC's a chance of surviving... I have a house rule (borrowed from Star Wars d20) that when a hero reaches -10 hp he gets to make a Fort ST (DC is the total amount he is below 0) to be crippled and dying rather than dead. This has saved at least 6 character lives so far, although 2 have still failed the fort saves and died (one rogue, one cleric). I imagine that this might see more future use, and I may look at ways of extending it in some against the "save or die" spells, even though I can't think of any sane way of doing so just at the moment <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 316470, member: 114"] I certainly noticed that back in the old days of D&D high level characters became very hard to kill quickly - typically needed 3+ to save against most things in many cases. I suppose that one of the design goals of 3e was to give high level characters something like the same feel of risk that low level characters get, and that is where the scaling saving throws come from ? Just guessing. As a DM I find that even though the party are now average 8th level it is still frighteningly easy to accidentally kill someone. I personally dislike quicky raise deads (smacks of computer game respawning to me!). I like to play in games that I could imagine as a novel, and easy comebacks from death competes against my "suspension of disbelief". Frankly, I'm not sure how I'm going to run things at high level to give my PC's a chance of surviving... I have a house rule (borrowed from Star Wars d20) that when a hero reaches -10 hp he gets to make a Fort ST (DC is the total amount he is below 0) to be crippled and dying rather than dead. This has saved at least 6 character lives so far, although 2 have still failed the fort saves and died (one rogue, one cleric). I imagine that this might see more future use, and I may look at ways of extending it in some against the "save or die" spells, even though I can't think of any sane way of doing so just at the moment :) Cheers [/QUOTE]
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