"Save or Die" and immunities...

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satantrik
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"Save or Die" and immunities...

Post by satantrik »

I was wondering what others thought about these aspects of the D&D (and NWN) rules. Several designers (such as Monte Cook) have eschewed both of these elements in their own materials and revisions. I think NS could be enhanced by limiting and/or removing these two elements from the game.

1. "Save or die" spells. Retain the save, but instead of instant death the target takes a great deal of damage (such as a % of their hp) when failing the save and avoids the damage when making the save.

e.g. Finger of Death: save vs. fort (death); failure: target's hp is reduced by 75%; save: no damage.

The "death" effect would remain the same for purposes of bonus saves vs. death granted by items, spells, etc.

2. Immunities. Remove immunities from the game, but instead grant a significant bonus to save versus the effect the immunity was originally against.

e.g. Death Ward: +6 save versus death effects.

...

Thoughts?
"Cats aren't domesticated, they're just not big enough to kill you." -Phil Athans, former WotC employee

Lorkar1

Post by Lorkar1 »

Doesn't that take away the meaning of the death spell? I mean isn't that part of building a good toon, being able to craft your toon to survive things like that? Again just my 2 cents....

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Post by Yonwe »

DnD is all about stuff like this; in PnP, 20th level or higher is a game of craps trying to avoid snake eyes, as almost every creature who hits you will hit for more than 50 damage at a go, triggering the non-NWN event called "massive damage"... make a F-DC 15 or die immediately. So basically, every high level encounter gives you a 1-in-20 chance of rolling a 1 and kicking it several times a round due to automatic failure. Death magic is surprisingly forgiving compared to that, eh?

Save-or-die magic is fundimental to DnD... gotta love it!
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DeputyDog
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Post by DeputyDog »

Well we did do that with harm. Instead of taking you to 1d4 hitpoints it just does a dice roll in damage. Same with heal. It is not a full auto heal it is a dice roll.

Ive thought about doing pure damage with all death spells but I dunno. Fingers and wails are kind of fun:)
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mgrjebbo
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Post by mgrjebbo »

If you removed death effects from NS4 then it because NS4 based on NWN, not NWN based on DnD. As stated above death effects always have been a corner stone of DnD and well should aslways be.

On a side note.... i dont really agree with the changes to harm and heal, i thought they served there purpose well the way they were. As it is now greater restore is a better heal spell than heal itself. Harm is well nowhere near strong enough IMO.

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Post by Death Dealer1 »

focus in harm and heal and you will see a difference. of course for some reason my lvl 26 cleric only does 150 damage with harm no matter what, the graph said something about 300-800 or so.

death spells are death spells if you take the death out of it your just making it an evocation spell for damage. i would like to see harm have a 5-10% chance of killing you though...since you are draining hp at a massive incalculable rate :)
if i didn't do it...someone else would have.

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CrazyJ
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Post by CrazyJ »

Harm does 300hp or 150hp for me, no matter what :( Seems a bit weak since it's the last direct-damage/single-target cleric spell.

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