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I find that "suck" covers the motivation to invest in saves just as well as "die" does. You don't even have to take actions away. No one wants to spend several rounds blinded because they tanked their Will save and ate a Glitterdust.
Inclined to agree with this. I've found plenty of ways to punish tanked saves without resorting to instant-killing them off. As I once jokingly told my players: "I don't want your characters to die. When they die I can't hurt them anymore."
That said, I do consider Save Or Die effects fairer game if the party has relatively easy access to ways to come back to life or otherwise reverse the effects. It's the same idea as not throwing Blindness/Deafness at the party unless they have some way to get Remove Blindness/Deafness cast on them afterwards.