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What's the Problem with Save-or-Die?
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<blockquote data-quote="Mouseferatu" data-source="post: 5844048" data-attributes="member: 1288"><p>I. Love. This.</p><p></p><p>I love this almost as much as I love puppies. This is brilliant.</p><p></p><p>I can see two ways to handle this sort of thing. One is exactly as you've posted.</p><p></p><p>Some groups, of course, would then get into arguments about what constitutes a life-threatening situation. (You know this to be true. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />) So the <em>other</em> possible way of handling it is to have certain spells that can be cast one of two ways. They can either be cast as a standard action (or whatever D&DN's equivalent is), in which case, they have the multiple save thing going. <em>Or</em> they can be cast as "ritual magic," and require five minutes. (Or however long.) In this case, the caster builds up enough power that the spell functions at full effectiveness--but in most situations, it's simply not something you can do in combat. (And even if you choose to do so, it means you aren't helping the party in any other way for a few dozen rounds, so it more than balances out.)</p><p></p><p>I can see ways to make either work, and I can see advantages to both. But either way, giving some of these "save or lose" spells variable strengths in or out of combat is a fantastic idea.</p></blockquote><p></p>
[QUOTE="Mouseferatu, post: 5844048, member: 1288"] I. Love. This. I love this almost as much as I love puppies. This is brilliant. I can see two ways to handle this sort of thing. One is exactly as you've posted. Some groups, of course, would then get into arguments about what constitutes a life-threatening situation. (You know this to be true. ;)) So the [i]other[/i] possible way of handling it is to have certain spells that can be cast one of two ways. They can either be cast as a standard action (or whatever D&DN's equivalent is), in which case, they have the multiple save thing going. [i]Or[/i] they can be cast as "ritual magic," and require five minutes. (Or however long.) In this case, the caster builds up enough power that the spell functions at full effectiveness--but in most situations, it's simply not something you can do in combat. (And even if you choose to do so, it means you aren't helping the party in any other way for a few dozen rounds, so it more than balances out.) I can see ways to make either work, and I can see advantages to both. But either way, giving some of these "save or lose" spells variable strengths in or out of combat is a fantastic idea. [/QUOTE]
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What's the Problem with Save-or-Die?
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