Want an effect that can kill instantly?
Make it do enough damage to kill instantly.
So what's the advantage of dealing 1000d6 damage instead of "you die"?
Or do you mean it should deal damage that may not be enough to kill instantly?
Want an effect that can kill instantly?
Make it do enough damage to kill instantly.
One die roll.
Soda reverts the game back to level 1.
If Finger of Death was:
A melee touch attack to make contact
Then a Will/Wisdom save to bypass the target's soul defending itself against death magic
Then a Fortitude/Constitution save to kill the target's body
Then it'll be okay. That's three chances to save yourself, much like damage based combat.
I would also give rogues a SoD on critical sneak attack.
You left out easy character creation.
In this case, I think it's easy to just select another spell if you don't like all or nothing.
This is not a bad idea, although it doesn't work with all effects.
I would also give rogues a SoD on critical sneak attack.
So what's the advantage of dealing 1000d6 damage instead of "you die"?
Or do you mean it should deal damage that may not be enough to kill instantly?
What should the chances be?
Is it OK if it has at least a 5% chance of killing you (e.g. 50% on touch attack, 40% on will save, 25% on fort save)? If so, why is that better than one d20 where 1 fails? Is it just psychological?
What should the chances be?
Is it OK if it has at least a 5% chance of killing you (e.g. 50% on touch attack, 40% on will save, 25% on fort save)? If so, why is that better than one d20 where 1 fails? Is it just psychological?
One die roll.
Soda reverts the game back to level 1.
If Finger of Death was:
A melee touch attack to make contact
Then a Will/Wisdom save to bypass the target's soul defending itself against death magic
Then a Fortitude/Constitution save to kill the target's body
Then it'll be okay. That's three chances to save yourself, much like damage based combat.
I disagree with Minigiant, and my reason is also the answer to Hassassin's question.
I don't consider Minigiant's proposal a solution to the SoD problem, because having to roll three saving throws in a row is only a way of obfuscating the probability of killing(and making it depend on more than one score, but that's orthogonal to the problem).
It's different than having saving throws that are on subsequent turns, like 4E's turn into stone medusa, because in that case you have some time to react (e.g. a cleric casting a spell to heal you, or drink a potion to save yourself, etc.) and it's not a "gotcha!" one turn kill.