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No Saving Throw: Difference between revisions

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* ''[[Call of Cthulhu (tabletop game)]]'' loves this trope.{{context}}
* ''[[Warhammer 40000]]'' has many weapons that bypass Armor Saves and a few ones that bypass ''Invulnerable'' Saves. The wording on one of these attacks simply states that the affected model is "removed from play with no saves of any kind allowed".
** A favourite tactic of Chaos players in the days of 3.5 Edition was to create one of these by taking a Chaos Lord with the "[[One-Winged Angel|Daemonic Stature]]" daemonic gift and the "[[Impossibly Cool Weapon|Dreadaxe]]" [[Sentient Weapon|daemonic weapon.]] [[Hilarity Ensues|Hilarity ensued]], then [[Nerf|nerfingnerf]]ing.
* ''[[Warhammer Fantasy Battle]]'' tends not to have outright remove-from-play spells, instead using spells that require rolls against characteristics not typically used for resisting damage; of these the much-maligned [[Game Breaker|Purple Sun of Xereus]] is probably the most famous.
* If you are level 4 or below in Rules Cyclopedia ''[[Dungeons and Dragons]]'', if someone casts a Sleep spell upon you, you're as good as sleeping, as it doesn't give you a saving throw against it. If you don't have any friends to protect you or wake you up when you're under the spell's influence, you're pretty much at the mercy of whoever cast the spell on you, as anyone can use a bladed weapon to kill you instantly no matter how many HP you have.
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** In the 1st edition, a Nightcrawler's sting attack has a 1 in 8 chance of killing a character outright, without a saving throw.
** the only defense against Holyword and its sister spells (dictum, word of chaos, and blaspheme) are being a high enough level, spell resistance (which is not the same as a saving throw), and having the right alignment.
* ''[[Mutants and Masterminds]]'' second edition has [[No Saving Throw]] as a [[Point Build System|extra you can apply to one of your powers]]. When the power resolves, the target is treated as though they failed their saving throw by one point. For damage effects<ref>[[Mutants and Masterminds]] doesn't use [[Hit Points]]. Characters make a [[Saving Throw]] to shrug off damage instead, with failed saves applying stacking penalties to future saves until someone passes the critical failure threshold and is knocked out.</ref> this results only in [[Scratch Damage]]. But for Save-Or-Lose effects like [[Mind Manipulation|Mind Control]], [[Baleful Polymorph|Transform]], or [[Power Nullifier|Power Control]], this ability becomes a [[Game Breaker]]. It's typically reserved for NPC Villains.
** A different example from the same game is the Perception range commonly seen on mental powers. While not a literal example (as the target is still allowed a [[Saving Throw]]), it automatically hits any target the user can perceive. A Perception Range power with the No Saving Throw modifier is unavoidable and irresistible unless you can find some way to avoid being seen.
 
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