Ravenheart87 wrote:
GnomeBoy wrote:
The only thing I would add to a Save or Die situation is that if your character does die, you get a Last Gasp maneuver... A chance to do something with the death that could aid your party. Giant tentacle dragging you down into a vast crevasse, never to be heard from again? There's a chance you could drag another of the tentacles with you, by using that chain over your shoulder, and lessen the threat to the survivors -- with a good roll.
When dying a "normal" death, maybe, but what about the enemies? Can they do that too? It would suck for the party. If not, well, then that means the PCs are special somehow, favored by the fate - something I usually don't like. Anyhow, I don't see this work with Save or Die effects. A tentacle dragging you down is not a save or die effect. The deadly venom of a spider, the gaze of the medusa, getting hit by a spell that disintegrates you or stops your heart - these are save or die effects, and they are usually so quick or brutal, that you won't even have time to say "Holy sh*t!", not to speak of attacking!
I disagree about the tentacle: ever see the film "Dagon"? Okay, it's enough damage to auto-kill, but that's basically what Disintegrate is (or can be). Imagine designing a magical trap where, when triggered, you save or get sucked into the portal by a giant tentacle? This isn't a monster so much as a trap or spell effect (though yeah, it is a monster).
Okay, so part of the save or die mechanic is there, but that Last Gasp rule could come into play for a number of situations: if you're dropped so low that you're going to die, you get one last action. This cannot include an action that would remove you from harm, such as triggering a spell or moving out of the way; it can include an attack, tossing an item or backpack to a companion, breaking a staff of power for a retributive strike, or other similar actions. However, the assumes the completion and acceptance of the effect that kills the PC (crushed by a block, eaten by a dragon, falling in that pit, getting stabbed in the face). Opportunity for a Last Gasp is dependent upon GM approval (ie: won't have time to throw your backpack to the side when the Death Knight swings at you with his Vorpal Sword and cuts your head off).
Meh, could just be a sidebar or houserule, but it's neat. I like it.
The reason I worry is that my players really like their characters. My wife will be upset if her character dies, but I've told them: don't do anything stupid and you'll be fine. (everyone, not just the wife; I try not to use stupid in reference to the wife, and prefer using approval statements of encouragement (social services habit in light of the frequency of clients whose family/partners tear them down with cutting remarks)). I don't know that I've needed to do this sort of thing, as my group is fairly wise re: their actions. Only one of them does truly stupid things, and his characters die fairly quickly as a result.
Speaking of which: advice about death traps? I'm never sure if I'm challenging my players. I worry my traps and predicaments are too easy or predictable. I've *nearly* killed some of them, and had challenging fights with lots on the table at risk. However, I tend to write in ways for them to escape, or things they know not to do. They see things like this coming (ie: the one with the ring of water breathing was the one who got into the locked-room-filling-up-with-water; and I'd put the ring in there hoping someone would find the room and get locked in there).
I figure that's good design, and not everyone would search out the aides I hide elsewhere in the dungeon. Like, I think of some weird places to hide stuff, and they find them, and then use them well.
Hrm... need to fashion another dungeon, see if this continues.