|
1 year ago ::
Mar 30, 2012 - 6:51PM
#41
|
|
|
I went with none of the above because it is going to depend on the game.
If you die a lot, resurrection should be easy. If you don't it should be difficult. If it is a hassle to make a new character it should be easy, if it isn't it shouldn't be as much. If your world is high magic it should be easy if it isn't it should be hard. Etc, etc, etc.
|
|
|
|
1 year ago ::
Mar 30, 2012 - 9:19PM
#42
|
Date Joined:
Feb 21, 2012
|
Shadowrun being low lethality doesn't conform to my experiences with it either. Getting ambushed in SR is almost a gauranteed death. A gunshot without armor/magic/et cetera mitigating the damage has a pretty high chance of killing you outright (especially compared to a lot of other systems).
Lots of games have lethality somewhere between 3e and 4e and low or no access to rezzing. I agree with an earlier commenter that the easy access to rez was a DM tool and relic of earlier, much more lethal editions. The ease of erasing a player death is going to have to depend on the lethality of the game.
From a narrative perspective I hate resurrection.
|
|
|
|
1 year ago ::
Mar 30, 2012 - 9:27PM
#43
|
Date Joined:
Oct 20, 2009
|
Why are we concerned about altering death mechanics so random kings don't just buy Raise Dead rituals, but we don't think about why they don't just take Wizard levels until they can prepare Wish and shape reality to their whim? Why is it objectionable for the party to be infinitely wealthier than any governing authority, but we don't mind if they're infinitely more powerful?
|
|
|
|
1 year ago ::
Mar 30, 2012 - 10:24PM
#44
|
Date Joined:
Mar 16, 2007
|
Why are we concerned about altering death mechanics so random kings don't just buy Raise Dead rituals, but we don't think about why they don't just take Wizard levels until they can prepare Wish and shape reality to their whim? Why is it objectionable for the party to be infinitely wealthier than any governing authority, but we don't mind if they're infinitely more powerful?
To my understanding, its because its difficult/nigh imposible to reach a high enough level to easily case Raise Dead let alone Wish. That's not to say you can't find such an individual, but someone who's held up with the matters of the state (ruling actually doesn't allways allow for time) probably won't have the time to commit to the slow process of leveling up outside of adventuring.(Or even pay enough to that rare individual as they'd be such a high priced commodity.) The reason adventurers get more powerful more quickly is because nothing forces you to learn faster than the school of hard knocks. At least that's one interpretation.
|
|
|
|
1 year ago ::
Mar 30, 2012 - 11:45PM
#45
|
|
|
Most RPGs tend to have extremely low lethality even if permanent death is an option. In Shadowrun, for example, death is forever and yet I've never actually seen a PC die despite years of play.
I'm not sure if you're playing Shadowrun, in that case.
In every other RPG I've played, death (or permanent character loss) is significantly more common and permanent than in any form of D&D I've played. Call of Cthulu, L5R, Mutant Chronicles, Rune Quest, World of Darkness, Shadowrun. Hell, in some of those systems your character basically starts with a clock that's ticking ever downward for you -- death is an inevitability.
I've had plenty of PC's die. But I'm also usually the DM...so, I've had thousands of characters die. A threat is non-existant if it never materializes.
Somnia, the Evanescent Plane -- A 3-set Block
Show
Theora, A World of Modern Science
Show
Build Around This
Show
|
|
|
|
1 year ago ::
Mar 31, 2012 - 12:25AM
#46
|
Date Joined:
Feb 16, 2012
|
Death's Door -10, saves perhaps 80-95% of all character "deaths". You simply kill off the rest of the encounter and get to your friend before their time is up. Available at level 1.
Raise Dead costs constitution, but extends death's door from minutes to days. Perhaps there should be something inbetween, like an Icebath effect, CPR or something, that allows characters to be pulled back in hours/level rather than days/level for caster, without Constitution loss. Raise Dead should be available at mid to high level, and very high level Paladins. That inbetween thing might be available to low level and mid level Paladins.
Resurrect costs 3 years of caster's life, meaning with an average party of 4, you are looking at 9 years per 3 people so a max of about 5-10 opportunities a piece. This should be a high level spell for clerics, and beyond the reach of Mortal/Non Ascended/Non Epic Paladins. On a scale of 1-20, a 35th level Paladin gets this spell.
Now What about Reincarnation?
Reincarnation should be as common as Raise Dead and Resurrection in Oriental Adventures and for Psionicists. Here I think there should be a basic trade off:
Resurrection should be Identical to Reincarnation in Terms of Level for the Opposite Classes.
so if you had to be 14th level cleric, vs. 14th level Psionicist/OA Priest, you would have the Cleric With access to Resurrect, and the OA character with Reincarnate. You might then have the Cleric have access to Reincarnate later, like 21st level, and the same with the OA priest for Resurrect. I don't see Reincarnate appear much in the West, and I don't see Resurrect appear much in the East, but I've seen both appear in both at different times. Also been thinking there's different levels of reincarnation, like, sometimes the characters come back based on karma, and sometimes its like random, or whatever. I don't know, but It would be cool if Reincarnation could perhaps restore more "lost levels" or whatever at higher levels.
Options are Liberating
|
|
|
|
1 year ago ::
Mar 31, 2012 - 1:50AM
#47
|
Date Joined:
Aug 19, 2007
|
I believe death is just a stupid way to solve a situation. Failure doesn't necessarily mean death: in today's assault to the demon's hideout, the characters have no chance to actually die, but rather may, depending on how well they perform, condemn the continent to being ruled by demons, be taken prisoners and brought to the other side of the world to be publicly executed (and thus miss the opportunity to stop the demon invasion, but probably manage to escape), be forced to kill the father of one of the characters, see over 200 people sacrificed to a dark goddess right in front of their eyes, be tormented by terrible nightmeres until they manage to atone, activate a magic artifact that will help the resurrection of said dark goddess.
What happens when a character dies? Either he comes back, or he doesn't. If he comes back, it's like he never died in the first place except that he spent some time not doing anything except maybe reading mangas and getting bored. If he doesn't come back, you just lost a character: one of the protagonists of the story, one of the people the whole adventure, the whole campaign, possibly the whole world was built upon. That's either unacceptable, or epic. But most of the times, it's unacceptable, and I'd rather have the chance to decide when it is appropriate.
So really, in my games death is just stupid.
Are you interested in an online 4E game on Sunday? Contact me with a PM! Spoiler:
Show
Reflavoring: the change of flavor without changing any mechanical part of the game, no matter how small, in order to fit the mechanics to an otherwise unsupported concept. Retexturing: the change of flavor (with at most minor mechanical adaptations) in order to effortlessly create support for a concept without inventing anything new. Houseruling: the change, either minor or major, of the mechanics in order to better reflect a certain aspect of the game, including adapting the rules to fit an otherwise unsupported concept. Homebrewing: the complete invention of something new that fits within the system in order to reflect an unsupported concept. Ideas for 5ESpoiler:
Show
|
|
|
|
1 year ago ::
Mar 31, 2012 - 3:24AM
#48
|
Date Joined:
Jun 29, 2010
|
I think death is really important to have, but in making it a strong possibility we need workarounds to avoid people getting too depressed/irritated. First you need to make death entirely possible, but give some wiggle room to avoid too many needless deaths. We use the negative hit points rules for this, but we also keep to the rules on SoD situations, so it sort of balances out. We also use a narrative style that lends itself to fudging (you all awake chained to the oars of the slave galley).
I don't think revivification should be easy...not like a skill. It should be a mid-level spell option that has costs and negatives, as well as limitations. For us we used a time limit (24-72 hours after dying), required a system shock/survival roll to avoid permanent penalty (experience loss, stat degredation, limps, etc), and we made the reagents/components touchy to obtain. For groups with no clerics we allowed 'purchasing' from larger churches, but only at great cost.
Higher level res were nothing short of EPIC to obtain and cast, but had none of the negatives.
DISCLAIMER - Everything said by anyone is absolute subjective opinion. There are no objective claims being made by me, or anyone else, unless they overtly state 'The following is an objective claim'. At this point if you choose to be offended by anything I (or anyone else) say the problem is ENTIRELY your own.
WotC won't let us give them money because they won't produce a game we want to play.
|
|
|
|
1 year ago ::
Mar 31, 2012 - 5:25AM
#49
|
Date Joined:
Jan 14, 2012
|
REVIVIFICATION IS THE WAY well, i'm saying this just because it was the solution I had thought myself. It resolves story issues. I agree with an earlier commenter that the easy access to rez was a DM tool and relic of earlier, much more lethal editions. Not entirely correct. It's true that 1st edition was a lot lethal. But all the spells of 3Ed were a relic of 1st and 2nd editions (and this was one of the major problems: different system with almost same spells). So in 3Ed resurrection was necessary: if you have Save or Die effects you need Resurrection effects. It's like Invisibility and Detect Invisibility; if you have the first you need the second.
|
|
|
|
1 year ago ::
Mar 31, 2012 - 5:30AM
#50
|
Date Joined:
Jan 14, 2012
|
Also I think Minor Revivification (for example "resurrect a character died within the last 4 rounds) could be a low-level spell with no problems at all. Revivification could be obtained at mid levels and used to resurrect people died within the last five minutes. Resurrection should be an epic spell that brings back to life someone died even within a month or year, or maybe it depends on how well the body is preserved.
|
|
|