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I know why the the rules where changed for SoD. However, I don't like that Save or Dies aren't... well Save or DIE. So after thinking about it and playing with some numbers I came to this.
Leave SoDs as presented in Pathfinder. And change the Massive Damage rule. As it stands all SoDs will invoke a Massive Damage save, but the pathetic DC 15 save won't make anyone blink by the time you can use them. So I played with the scaling massive damage rules, but they're to lethal for this purpose so I modify it to this:
Change massive damage DC to DC= 15+(Damage dealt/20 rounding up)
For example, if a level 20 wizard uses a finger of death against a monster, and the monster fails. It will deal 200 points of damage. Then the monster will have to make a DC 25 fort save or die on the spot.
Pros:
Save or Die really is Save or Die.
Since the Massive Damage DC is based on Damage, and Damage from a SoD under Pathfinder is based on Caster Level, its harder to Boost the DC for Massive Damage.
You can't die just because of one bad roll.
Thoughts?

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I don't have a problem with Save or Die. But I have also separated that out from Massive Damage in my campaign.
Spells and events causing save or die still apply, but the spin is with Massive Damage.
With Massive Damage, anytime damage exceeds your Massive Damage Threshold (MAS) (Con Score + Sz Modifier), you make a Fort Sv v. the Damage Taken. Failure results in moving 1 down the Condition Track (-1 to Attacks, Saves, and Checks.) This becomes cumulative and is rectified only in increments of healing (or major healing) that equally exceeds your MAS. Alternatively, resting and restoration magic can rectify.
I like the Condition Track approach, because damage should impact someone's ability to fight.