SunTzuWarmaster wrote:Also, allies don't have to step through the wall to disbelieve it. Especially if they are in the part of a known illusionist, the tactic has been used prior or explained prior to use, and it has the word "ILLUSION" written in big red letters on the side that faces that party
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Well, to get the will disbelief save, they need to actually interact with it. And that pretty much means they're using an action of some kind to do so. They could use a move action to observe in detail (which would be probably a will save at a +4, because it's an established tactic of the illusionist), or tehy could simply go through and automatically succceed, and then step back through the wall and start attacking.
If you had a free hand, you could also stick your hand through (likely the DM calls that a move action too ). But in any case you're wasting a move to disbelieve.
RandomCasualty2, whatever. You can seriously easily have a mechanic for making Save or Die combats longer. They are mental assaults after all.
Using 3.5 as an example:
1 - Set all Will save DCs to 10 + Int mod (ignore level of spell because even the level 1 Charm Person ends it for the monster)
2 - If the monster fails the save, the spell goes off as normal
3 - if the monster makes the save, they take a penalty to their will save equal to the spell level
Well, you're still left with a few problems.
-The save or die guy in this case is playing his own game. His allies can't contribute to what he's doing, unless they also happen to be wizards.
-It still has the high degree of chaos that comes with save or ides. That is, you can always roll a 1 or 2 on your save and die in one shot.
I prefer something like the target has to be reduced to a certain number of hp, or something similar. That way you can use it on mooks or minions from the start, but the other party members have to soften up the creature before you can save or die it.
That works pretty well for stuff like flesh to stone, or finger of death. It's basically a way you can dispense weak shit or as a finishing move on strong stuff, but your'e just not going to kill a major character right off the bat, regardless of how lucky you are.