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What's your opinion on "Save or Die" effects?
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<blockquote data-quote="Shiroiken" data-source="post: 7592914" data-attributes="member: 6775477"><p>IMO, save-or-die abilities should be available tools for the DM to use, but a good DM will use them sparingly. An entire adventure based around petrification is a bit on the crazy side, but could work with a combination of mid to high level and proper preparation (mirrors, scrolls/potions, etc.). Using them occasionally keeps the players on their toes, and always paranoid <img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" /></p><p></p><p>Some of the best uses of save-or-die effects in 5E I've seen:</p><p></p><p>Party enters a large room in a castle under the tower they need to enter. Cages line the walls, and a pulley elevator sits in the middle that should go up into the tower. Due to the dim light, nothing is seen in the cages, so the party approaches the elevator. Before they get on, the rogue (me) decides to check it out first, and notices part of the pulley system doesn't belong. I figure it to be a trap and disarm it before we move up. Later the DM tells us that the cages contained about 2 dozen cockatrice, and the trap would have opened the cages, disabled the elevator, locked the door, and made a loud sound around us. It would have been a tough fight, with probably about half of us becoming petrified, but my paranoia (old school gamer) saved us from it.</p><p></p><p>I needed to use a single medusa against a party of 7 level 5 PCs, which was a super easy combat according to the DMG. Since this was supposed to be a mini-boss battle, I set her lair up in a labyrinth filled with pit traps and gave her Boots of Striding and Springing. When the party realized they faced a medusa, they averted their eyes. Her strategy was to shoot from a distance over a covered pit, then move down another passage, jumping over its covered pit. If the party followed, they would inevitably fall into the pit trap. Once they figured out to jump/climb past the trap, they'd have to look to see which way she went... causing them to have to save against the petrification again. She only petrified one character, and they found others who had been petrified before. They had a ring with 1 Wish still in it (placed in case of the need for things like this), so they used it to free everyone, making allies for the rest of the adventure.</p><p></p><p>In a high level adventure, the party had to cross a river of lava via a rock formation. It was uneven and slick, requiring a Dex save at about the half-way point (I allowed Dex/Athletics as a substitute) or you fall about 30 ft to the lava (instant death). Several characters had flight or other options to avoid it, but a few had to. They actually had a plan of having everyone cross one at a time, and one PC would cast featherfall if someone fell, giving the flyer time to catch them and (hopefully) get them across before they hit the lava. Great idea, but no one failed.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 7592914, member: 6775477"] IMO, save-or-die abilities should be available tools for the DM to use, but a good DM will use them sparingly. An entire adventure based around petrification is a bit on the crazy side, but could work with a combination of mid to high level and proper preparation (mirrors, scrolls/potions, etc.). Using them occasionally keeps the players on their toes, and always paranoid :devil: Some of the best uses of save-or-die effects in 5E I've seen: Party enters a large room in a castle under the tower they need to enter. Cages line the walls, and a pulley elevator sits in the middle that should go up into the tower. Due to the dim light, nothing is seen in the cages, so the party approaches the elevator. Before they get on, the rogue (me) decides to check it out first, and notices part of the pulley system doesn't belong. I figure it to be a trap and disarm it before we move up. Later the DM tells us that the cages contained about 2 dozen cockatrice, and the trap would have opened the cages, disabled the elevator, locked the door, and made a loud sound around us. It would have been a tough fight, with probably about half of us becoming petrified, but my paranoia (old school gamer) saved us from it. I needed to use a single medusa against a party of 7 level 5 PCs, which was a super easy combat according to the DMG. Since this was supposed to be a mini-boss battle, I set her lair up in a labyrinth filled with pit traps and gave her Boots of Striding and Springing. When the party realized they faced a medusa, they averted their eyes. Her strategy was to shoot from a distance over a covered pit, then move down another passage, jumping over its covered pit. If the party followed, they would inevitably fall into the pit trap. Once they figured out to jump/climb past the trap, they'd have to look to see which way she went... causing them to have to save against the petrification again. She only petrified one character, and they found others who had been petrified before. They had a ring with 1 Wish still in it (placed in case of the need for things like this), so they used it to free everyone, making allies for the rest of the adventure. In a high level adventure, the party had to cross a river of lava via a rock formation. It was uneven and slick, requiring a Dex save at about the half-way point (I allowed Dex/Athletics as a substitute) or you fall about 30 ft to the lava (instant death). Several characters had flight or other options to avoid it, but a few had to. They actually had a plan of having everyone cross one at a time, and one PC would cast featherfall if someone fell, giving the flyer time to catch them and (hopefully) get them across before they hit the lava. Great idea, but no one failed. [/QUOTE]
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