So often in our games someone will say "I'm not THAT type of rogue" but that could mean they're not the chatty spy rogue, or they're not the trap master, or they're not the sneaky-stabby rogue or the sniper rogue. Sneak as done in 3rd is awesome but it can be separated out as an option as long as there are other equally fun and useful paths are offered.
I view the rogue more as a "jack of all trades" or renaissance man. While sneak attack is an interesting ability, it is a very focused aspect and should be set aside as a theme rather than a requirement. Surely you can have rogues who are more direct, like zorro or robin hood who are more about finesse than stealth. Just a thought.
As far as I'm concerned, there are two kinds of Save or Die mechanics. The easy ones are those wielded by the PCs. If the scope of your game doesn't revolve around small numbers of long, dragged-out encounters (for example, in politics-heavy intrigue games, or old-school-style megadungeons), save-or-die effects are a great way to deal with some kinds of foes *quickly*, while still depleting strategic resources. Hit point *percentage* thresholds (like the bloodied condition in 4e was) lose...
View full commentAs far as I'm concerned, there are two kinds of Save or Die mechanics.
The easy ones are those wielded by the PCs. If the scope of your game doesn't revolve around small numbers of long, dragged-out encounters (for example, in politics-heavy intrigue games, or old-school-style megadungeons), save-or-die effects are a great way to deal with some kinds of foes *quickly*, while still depleting strategic resources. Hit point *percentage* thresholds (like the bloodied condition in 4e was) lose the gloriously fast speed of resolution.
I think absolute hit point thresholds (like with Hold Person in the playtest), though, are *fantastic*. Two thresholds (say 10 hp and 50 hp) would lets you deathspell crowds of kobolds automatically, force a rival wizard to save or die, and have a dragon laugh it off every time, (as he should). The catch is that you have to discipline yourself not to use these abilities on PCs without making sure it has some mechanic to mitigate the effect. That means no randomly giving major demons no-warning deathspells that work on appropriately-leveled heroes. Looking at you, TSR and 3e. Monsters and NPCs exist only to suck and die, but players don't.
The real problem is attacks that kill or paralyze *PCs* in one hit with no warning. You could ditch them, but you're restricting yourself. Those *are* useful to two kinds of game. In a more gonzo game you might WANT PCs to die on a bad run of luck. Playing "Who got Gibbed the Hardest" is half the fun. And seventeen years of DMing has taught me that even if you run a less bloody game, the most dangerous form of this ability can create a lot of useful table drama and encourage players to come up with crazy schemes to evade it. but you need three things to keep it fair: the PCs absolutely *NEED* a warning, an avenue of escape, and a gimmick you can plan to avoid having to save (say, medusas and mirrors).
Save-or-die is a dangerous, but useful tool. Leave it in, but warn new DMs when you use it.
"The biggest drawback is that spellcasters and monsters have to be aware of a target's hit points to decide if an attack makes sense." Not necessarily. Just make sure that if the target FAILS their save, but is ABOVE the hit point threshold, he or she suffers hit point damage. For example: Medusa's Gaze Successful save: Negates Failed saved: If target has 30 or fewer hit points, target is turned to stone. Otherwise, target loses 20 hit points. I don't want to see...
View full comment"The biggest drawback is that spellcasters and monsters have to be aware of a target's hit points to decide if an attack makes sense."
Not necessarily. Just make sure that if the target FAILS their save, but is ABOVE the hit point threshold, he or she suffers hit point damage.
For example:
Medusa's Gaze
Successful save: Negates
Failed saved: If target has 30 or fewer hit points, target is turned to stone. Otherwise, target loses 20 hit points.
I don't want to see Medusa trying to chip away at PC hit points with a dagger or the snakes on her head. The gaze IS the key attack, and always should be.