Alright, but if the enemy is much higher in level, then chances are the mage will be killed before he uses up 1/3 of his spell slots.
Define "much higher in level." I'm talking about things like (on a level 20 world) a level 20 Sorcerer fighting a boss meant for level 20s. That boss in fact might be level 15, level 40, level 25, or whatever. Or a level 40 Sorcerer might be fighting what is technically a level 60 boss -- the actual level of the boss matters little compared to the player level the boss was intended for. If I wanted a super tough Fighter boss with 4 "legitimate" attacks per round (not counting Haste or other similar effects)...it pretty much doesn't matter if that boss is level 16 or level 60. I can adjust his stats/gear/feats to get the result I want. The only difference is for spells/abilities like Terrifying Rage where the HD of the target matters...which is very, very few.
On the other hand, if the enemy is not that high in level, then he can probably achieve the same result by using other spells than "save-or-die" type.
No, because we're referring to bosses where the builders of a world/campaign try to make them "tough" by giving them massive saves, Improved Evasion, 30 resistance to all damage, etc. It's really bad design but it's also something I've seen in a lot of places. Often winds up with the result of hoping for 1s or spamming Horrid Wilting/Ice Storm for very little damage.
But you yourself assumed in this situation the possible kill would be due to rolling a 1. In other words, you assume that the DC of these spells would be too low to affect this enemy otherwise, but if that's the case, turning auto-fail off would render these spells useless. I don't see it as a better solution.
So, my point is, if the enemy has saves high enough to make auto-fail matter anyway, turning it off will render the spells useless, which is not exactly what's supposed to happen.
Well, first of all, why isn't that what's supposed to happen? I could make the same argument from gear -- if I make the boss immune to Death Magic then you'll *never* kill the boss with Finger of Death, for example. And it'd make the spell useless in the way you describe.
Second of all, *not all DCs are created equal.* Bob the Necromancer started with 18 Cha, got all 10 Great Cha feats, took Epic Spell Focus in Necromancy, and is using full Charisma boosting gear for a Finger of Death DC of 43. Dan the Half-Paladin started with 16 Cha, only got six Great Cha feats due to less Sorcerer levels and taking Auto Still Spell, didn't take any Spell Focus in Necromancy, and we'll even say he still has full Charisma gear but his DC is 34. If I give a mob 33 Fortitude the mob will never die to Dan's Finger of Death but has a 45% chance of dying to Bob's Finger of Death. Which is one reason why I'd rather not just give blanket immunity in many cases.
Third, giving immunity to some of these effects isn't as simple as a generic immunity or, in the case of petrify effects, specific spell/ability immunity.
Fourth, not every effect has the same saving throw type. Finger/Dev Crit/etc attack Fort. Vorpal attacks Reflex. Circle of Death/Bodak Gaze/etc attack Will. Giving blanket Death Immunity (or Crit immunity for Dev Crit and Vorpal) lumps those all together.
I suppose that some like the idea of a "higher stakes" death. I am fine with some level of penalty, but I typically play with 50 or 100 XP/level experience penalty and 10% gold loss and it really is plenty of incentive to avoid the "respawn" button.
I am still on World of Greyhawk a couple times a week. My play time recently has hit sort of a low ebb, but I still enjoy the old-school feel of WoG. '>
Personally I think there's already a lot of incentive to avoid the respawn -- time. As you mentioned in this thread, spending 45+ minutes or something working through a dungeon, dying near the end, and having to start from the beginning is already awful. The 10% gold loss bothers me on another level as it encourages people to hoard valuable but easy to store/carry items rather than "convert" them to gold (and that hoarding also makes scripts which scan the whole inventory take longer and so on).
Anything interesting/new at WoG? I got two characters to 40, another in the 30s playing with the "pure class" group, and several more in the teens or up...but I found it difficult to think of it as a "long term" place given the whole "Make a level 1 character" -> "Level to 40" -> "Repeat" nature of the world. I had a lot of fun while playing there, mind you, but an endless cycle of leveling characters didn't interest me long term...
Grani, MM can clarify for himself, but I would note that he referred to "dependable strategies", which just means that they will tend to work most of the time when employed. I did not read what MM said to necessarily mean that he endorses such tactics as good for the game or as a sign that the auto-fail game mechanic is necessarily worth preserving.
But it's so much easier when you clarify for me like this...
MrZork is absolutely correct.
Personally, I would rather see auto-fail go away and have the Lilliputians come up with another way of taking down Gulliver.
Indeed. And that applies in both directions -- NPCs attacking PCs and PCs attacking NPCs.
BTW, I don't really have a problem with instant death spells. What complaint I have on this matter is with auto-fail.
I actually do have a problem with instant death. If an enemy has 210 HP and my Fireballs do 35 damage each, I expect to need 6 Fireballs (if he never makes a Reflex save). Say his Reflex means he'll make 50% of the saves -- I now expect to need 8 Fireballs (roughly). There is RNG, though -- those 8 Fireballs might wind up being 10 if he makes more saves than he "should" or 6 if he has bad luck and fails every single one. But even within that RNG it has a limited variance and deviating from the norm by much is very very unlikely.
But instant death? Even if the enemy has, oh, a 30% chance to instantly die...he might die on the first cast. Or might be alive after half a dozen casts (about 12% of the time that will happen). It basically bypasses the whole "ablative" system which exists for everything else.
Enemy swings at you? Well, can you avoid it with Concealment/Epic Dodge/etc? If not, can you avoid it with AC? If not, can you reduce the damage to zero with Damage Reduction/Resistance/Immunity? If not, how much of your remaining health did it take away? Do you have enough hit points remaining to be comfortable? Do you want to use a healing potion, get a healing spell cast on you, run away to recover, etc? There's that whole "chipping away" bit going on that can be reacted to and (hopefully) countered.
Ditto for spell damage casts -- can avoid with spell resistance, move out of the AoE, make a saving throw to reduce damage, reduce damage through resistance/immmunity, and then whatever gets through has to eat away at your HP.
Ditto for even CC effects like Hold Person or Bigby hands -- even once you CC the target (*if* you can CC the target -- because saving throws or immunites could interfere) you still have to then eat through their HP which is bolstered by all those other defenses. Paralyzing a dragon for 20 seconds doesn't mean you automatically win.
But instant death? If you ever fail the save (autofail or otherwise) you're just dead (unless you have immunity to the specific thing that killed you which could be generic death magic immunity, specific implosion/drown immunity, adjusted petrify scripts and petrify immunity, crit immunity for Dev Crit/Vorpal, etc).
Which also means other CC is harder to apply -- why try to stun an enemy with Bigby's Clenched Fist (fortitude save) if you could just instantly kill them with Finger of Death (also fortitude save) on a failed save? And giving them high fortitude to avoid the death also means avoiding the stun...and impacts spells like Horrid Wilting/Greater Ruin too.
Here's an article which is another perspective on the matter as well -- not saying I agree with everything he says but rather that it's worth reading/thinking about.
I disagree. Even if the enemy has a huge fortitude save, there should be some reason to explain why he is immune to death magic, petrification, or the like. I do not support that as a creature or player becomes more powerful it gains more inherent immunities.
Except the player/creature *isn't* immune.
Player: HAHA! I laugh at you feeble basilisks! My 14 Fortitude makes me immune to Petrification!
<Enters next room and sees an Ancient Basilisk with 22 DC petrify>
Player: OH SH-