
Bacon666 |
I'm currently running a 2-handed barb who do tons of damage (2D6+47 fully buffed), and therefore read up on the rules for massive damage.
50+ damage on 1 attack
More than half of defenders hp
Fort. Save DC 15
The enemies I've met so far have had more than 100 hp, and/or really easy made the save...
Have you ever used the massive damage rule?
Should the rule be changed into something that scale with level
Should the save DC be damage dependant (like CDG)
Should the massive damage rule just be dropped/ignored?

Glutton |

I've seen 5 PC's slain to this abomination of an optional rule. I do not use it in my campaigns. Worst one I saw was a level 16 arcane trickster standing 80 feet away minding his own business when the fighter charged a neutral CR 6 Beetle just to get into a fight. The 2nd one charged off a cliff at the trickster for some reason and laid a 41 damage crit on it, sucking out a natural 1 (the trickster was small sized and the 3.5 rule subtracted -10 for each size below medium). Way to many things can accidentally do 50 damage at higher level. I felt sick the first two PC's I killed with it in my homegame and took it out for the next one.

Kimera757 |
I had it happen to me once in d20 Modern (where the damage threshold is just your Con score, and failing drops you to -1 rather than instantly kills you). I was playing a Tough Hero though, so I used my Remain Conscious ability to not die.
I don't think it's a fun rule. At minimum it should be some fraction of your hit points. If you have fewer than 50 hit points, it's irrelevant, whereas if you're a monster with 3000 hit points and lots of mythic ranks it's ridiculous that you have a 5% chance of being killed by every attack despite the enemy not having a vorpal weapon.

Te'Shen |

In 3.5 where it was not an actual rule, IIRC I did not use it because it is too easy to do 50 points of damage. . . .
Massive Damage was a friend's barbarian's death attack. No study for three rounds needed. I think she might have even taken Ability Focus. ;)

Chemlak |

Don't use it.
The GM has vastly more actions than the PCs do, and does not have (much of) a vested interest in the survival of monsters. Every time the rule comes up for the players, it's a shrug from the GM, and he moves on. Every time it comes up against the players, you are risking your character's life on a single d20 roll. And, as a general rule, the GM rolls a lot more d20s than the players ever do.

The Terrible Zodin |

I played with the rule in Rise of the Runelords. We had a wizard with maximized fireball and it was an important part of our strategy for dealing with those giants. It was rare, but it helped a lot when a giant just upped and died. It never got a PC in that one though.
As an aside, it was a maze spell that took out my PC in the surprise round of the final battle.
The second time I went through RotR we used it again. I created a cohort (through leadership)because we needed a party healer. In the very first battle, she died from a failed massive damage save. (In the surprise round, too boot.)
Aside from that it didn't affect things one way or the other.
Until the final battle with Karzog. The barbarian won init, crit on a charge and Karzoug rolled a 1.
Massive letdown. We then decided to stop using the rule.
In all cases we used the 50 pts of damage version.
In the future I would suggest:
A) Big Bads are immune to it. B) mumbo jumbo up a reason that raise dead doesn't need a 5000 gp diamond to fix that death.

Zhayne |

Don't use it.
The GM has vastly more actions than the PCs do, and does not have (much of) a vested interest in the survival of monsters. Every time the rule comes up for the players, it's a shrug from the GM, and he moves on. Every time it comes up against the players, you are risking your character's life on a single d20 roll. And, as a general rule, the GM rolls a lot more d20s than the players ever do.
And this is why 'if the players can do it, so can the GM, so it's fair' is a nonsense argument.

Zwordsman |
Eh, I lime 50hpnversion for a knockout, recovered by any healing or heal check, or anymorw damage. 50% hp for the actual death.
I like the knock out version because it actually allows a suprise attacj to disable someone, like the stealth guy scouting, opens it up to anyone and is more thematic. You can actually sneak into the bad guy castle by mass sneakinf knocking out and tying them up. ala movies etc. I duno bout othera but thay has never worked outside of instant death etc, never take them out before hey xall out.
Hasn't had too much baring on the players. But typically the baddies are more concernes with who is stilk uo instead od finishinf off,

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My old GM used it for a while, but misremembered how it worked from 3.5-- for some reason, he thought it was just "half your total HP".
The result? At level 1, just about EVERY attack that hits becomes "Fort save or die." And at level 2, your odds don't improve all that much.
I know the rule exists to acknowledge that at higher levels, PCs are able to survive things they logically shouldn't, but I'll add my voice to the choir of "don't use this rule".

ngc7293 |

I don't remember what game I was playing (Pre-pathfinder though), but I had a Paladin on a horse with a lance and I charged a dragon. We were using massive damage rules. My character did I think the 50 hitpoints or half hitpoints. I can't remember. It has been a running gag since then that my Paladin killed the monster that was supposed to be a long battle in the first round. Needless to say we don't use Massive Damage anymore.

the secret fire |

Chemlak wrote:And this is why 'if the players can do it, so can the GM, so it's fair' is a nonsense argument.Don't use it.
The GM has vastly more actions than the PCs do, and does not have (much of) a vested interest in the survival of monsters. Every time the rule comes up for the players, it's a shrug from the GM, and he moves on. Every time it comes up against the players, you are risking your character's life on a single d20 roll. And, as a general rule, the GM rolls a lot more d20s than the players ever do.
No, this is one reason (among others listed above) why massive damage is simply a bad mechanic, in general. It might be acceptable as a KO or a persistent wound or something else non-lethal, but as an instakill, it's just no fun for anyone.