Upper_Krust said:
Well I got the idea from the ELH (Epic Spell System), where to make a permanent effect the modifier is x5.
When tested this seemed to make sense. If you increase the modifier by more than that (for example x10) then the monster becomes pretty much irrelevant for its Challenge Rating, it will never be able to hit the opponent, so that renders the idea useless.
On average a Titan does 41 damage. For the same Challenge Rating we could have it deal 8 points of permanent damage instead. That is a massive step down, but then again as you note permanent damage is powerful. If we gave the Titan 41 permanent damage per average blow, then that would be the equivalent of a Titan dealing 205 points of normal damage per blow.
Well, going to the epic spell system is your first mistake.

And frankly, there's no way that a titan hitting for 205 normal damage is the same as him hitting you for 41 points of perma-damage, or any other such ratio. Consider that, if a PC takes 41 or 8 points of permanent damage, that's 41 or 8 points of damage that
every encounter from there on out gets to "deal" to that PC "for free" -- they don't have to exert any effort because those HP (formerly part of a character's hard-earned build) are now "gone." That is the crux of my argument against the philosophy that such an ability can ever be balanced. You (not necessarily YOU) cannot predict the weight of every encounter from that point on and factor it into the perma-damage creature's CR. It's just not happening.
Back atchya.
Hopefully I can help illuminate your path to logic.
Good try, but my argument still stands.
noldor@danbrijbag.com
The Challenge Rating system was playtested extensively so that I wouldn't have to playtest every monster.
As a semi-avid coder here and there, I understand this principle, but I don't think testing a numeric generically is going to suffice. This monster tips the balance of every encounter that takes place after its own. Very... very hard to predict how this abiity will affect a PC down the road.
I think it is balanced both mechanically and philosophically. You yourself mention below that it could work provided the challenge rating is balanced.
"Could", but most likely will not. See above.
Permanent death is not better than permanent damage. Temporary death is not that much of a frightening prospect for epic players.
Maybe not on paper, but for everyone sitting at the table with their hard-earned builds... Again, knowing the risk in one encounter or not is almost irrelevant here, as this beast messes up ALL your future encounters.
But why is that prefeable though!? When the principle is the same!
Because the PC must really lose to suffer this defeat. Give the beastie nasty damage and have it "take" a point of Con from anyone it kills. They come back weaker, but it's a more understandable set of circumstances.
The fact that resurrection is so common and constitution so prevailant means they will not be afraid of it, and the loss is a paltry one at epic level.
I disagree. Given that resurrection is over-common, removing the ability to do so "flawlessly" brings back the doubtful application of such magic. It'd be like dropping the cleric back to using
raise dead instead. Beyond that, a 70th-level character who was on an even Con will lose 70 hp permanently from such an ability, but again only if they die. I think it "balances" better considering the effort some people can put into a character by then.
No epic character is going to be fearful of losing a paltry 1 level (or 2 points of constitution) at epic level from resurrection. Also people have seen energy drain and ability drain before, these are not fresh ideas.
I disagree. See my example above. Beyond that,
energy drain can be fixed using
restoration spells. This ability, by default, cannot be cured at all. There's a vast difference.
So you're admitting it will be balanced if the challenge rating is right!?
Hehehehe... sorta. Even then, see my above examples for reasons why this ability cannot ever be balanced.
That could mean only a single roll of the dice though. Fortitude save vs. death etc.
As per D&D. Massive damage saves affect a game from level 1 on up. The
destruction spell has the same effect on anyone it affects, level 1 or 100. Even in the case of high saves, the autofail is "nature at work" in D&D.