Lot's of folks aren't big fans of the good old "Save or Die" method of RPG threats. I'm generally in agreement that it's usually no fun. I am however in favor of Save or Die Slowly which I also fiendishly cheer as The Drum Beat of Death.
Scenario 1a:
DM: "oh no, the sargath worm has bitten Normo for 1 point of damage, it's wicked fangs drip with yellow ichor, make save versus posion"
Dave (playing Normo): "I get a 7, oh crud that doesn't make it does it"
DM: "No, you shake in horrible spasm spitting up yellow humours and die."
The rest of the party, following the death of Normo and the sargath worm: we split up Normo's gold and everyone can pick an item from his gear and we move one.
Scenario 1b:
DM: "oh no, the sargath worm has bitten Normo for 1 point of damage, it's wicked fangs drip with yellow ichor, make save versus posion"
Dave (playing Normo): "I get a 7, oh crud that doesn't make it does it"
DM: You start shaking violently...
Round #1 following the poisoning
Fred : I slay the sargath worm...
Dave: Am I okay?
DM: just a moment let's resolve Fred's attack on the worm
Fred: A 17, for 7 points of damage...wooo hoo.
DM: your blow splits the worm is half, both halves writhe briefly dripping foul ichor on the floor as it's spams dwindle.
Dave : okay i search for treasue.
DM: you are starti to feel nausea and shaking too fiercely to do that, Normo suffers 2 damage.
Dave : oh no...quick someone heal me.
Ann: I only have 2 cure light wounds spells left.
Dave: Well, give me one.
Ann: I'm not sure it will work.
Dave: Please!
Ann: first I'm going to make sure nothing is coming up behind us.
Round #2 following the poisoning.
Fred: I clean my sword off I don't want to end up like Normo.
Dave: hey!
DM: Normo starts spitting up yellow bile, that's another (rolls a die) 4 pts of damage.
Dave : oh no...heal me now !!!
Ann: okay, okay...that's 6 points back to you.
Dave: great I'm also back to full. How do I feel?
Round #3
DM: you still feel awful, it's like your intestines are being tied in knots until they burst within you... that's another 4 pts of damage.
Dave : What ! oh no !! Quick heal me again.
Ann: It will not work. I'll start last right on you now if you want.
Fred: I search for treasure while Ann gives Normo last rights.
Dave : what ? No.
round #4 following the poisoning:
Dave: can't someone suck the poison out or something.
Ann: I'm not doing that.
Fred: do I find anything, I'll put Normo out of his misery for you Dave.
Dave : No , wait...can't I do anything?
DM: sure, you shake in horrible spasms. 3pts damage. Fred you found an old silver dagegr among the skeletal remains.
Dave:I drink some wine maybe that'll slow it down.
Ann: I don't think you should drink wine while I administer last rites.
Rounds #5 following the poisoning
Fred: I put the dagger in my belt, let's move on.
Dave: No.. wait, can I walk?
Dm: with effort you may move, you take 6 more points of damage.
Ann: well that screws up the last rites.
Dave: I rush for the main staircase maybe I can get to camp and the stash of healing potions before I die.
Fred: oh no you don't.
Ann: I try to comfort Normo.
Round #6
DM: Normo staggers towards the door and Ann blocks him (right?).
Ann: yes I do, I kindly but firmly put my hand n his shoulder.
Dave: Normo slips away.
DM: Normos staggers away from Ann and suffers 5 more points of damage...
Let's close the door on that scene.
As you can see a lot more play action comes out of "Save or Die Slowly" then comes out of "Save or Die".
How do I do it?
Well normal saves and then damage each round until the # of dice the poison should do is accumulated. If its normally save or die I'm a kind soul and cap the damage at 2 or 3 dice per HD of monster/module level. Sometimes if the save would mean 1/2 damage the character suffers 1/2 the total number of dice.
Really noxious poisons and fearsome obvious effects (boulders crushing you) do a fair amount of damage up front (maybe 1/2 total) and the drumbeat follows.
This system tends to be in the "gritty" end of the adventuring spectrum and requires a tiny bit of extra record keeping and it certainly makes the death of a fellow adventurer noticeable and more active part of play, not just an "oh shucks he's dead, let's move on" sort of situation.
I can certainly see some groups not enjoying this situation so a DM may want to avoid it or use it as a tool so the players have their characters really avoid being poisoned. There is the freak chance the character can be saved in such a situation or possibly die a heroic death fighting on knowing death is certain regardless of the outcome fo the next fight.
No comments:
Post a Comment