![]() Second, the degree to which order has been imposed onto the Gygaxian chaos of the early rulebooks. Reading through these rules again prompted a couple of thoughts.įirst, wouldn’t re-introducing some sort of save-or-die effect for polymorph spells pretty much instantly solve the balance problems those spells have in 3rd Edition? This is a pretty good example of how the long, slow retreat from lethal consequences in D&D can have some really bad tack-on effects when those lethal consequences were serving as an important balancing mechanism. ![]() Remember that a character can never be raised from the dead/resurrected a total number of times in excess of the character’s initial constitution score. The score of the percentile dice must be equal to or less than the number shown on the table, or the character fails to be revivified and is completely and totally dead forever. Resurrection survival shows the percentage chance the character has of being successfully raised from the dead or resurrected by a cleric. The saving throw must be equal to or less than the percentage shown. Assuming he survives, a further saving throw would have to be made if he was again polymorphed or dispelled back to original form. Example: The wicked necromancer polymorphs (others) his hireling into a giant roc, with the rather foolish agreement of the changee the hireling must make a saving throw based on his constitution score using the table above. System Shock Survival states the percentage chance the character has of surviving the following forms of magical attacks (or simple application of the magic): aging, petrification (including flesh to stone spell!), polymorph any object, polymorph others. In the 1st Edition Player’s Handbook, these rules read: Yesterday’s post about hovering at death’s door got me thinking about AD&D’s system shock rules.
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