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<blockquote data-quote="Tormal" data-source="post: 2646167" data-attributes="member: 17837"><p>Well - I do want to comment on this purly based on the mechanics and not based on my character's situation(s). Because I have percieved experience as a 'player resource' rather then a specific character's resource I would think experience to be more transitive in situations like this. Obviously this will benifit Tormal even though he was dead. Keep in mind the character's and player's consequence for dying is a less effective character for a bit of time. Do we really need another draw back? </p><p></p><p> On the other hand we have to look at it from an in-game perspective. Why and even how would Tormal gain experience for being dead? Logically it wouldn't make sense unless you consider his experiences as a lost soul in the land of the dead. Because even there (as we have recently learned) a character has problems and situations to deal with. If this were considered for experience we then have to ask ourselves how much experience should this be worth? </p><p></p><p> For simplicity we could say the same amount of experience the 'player' has gained since the character has died not really limiting the desire to replace characters regularly or that the character gains no additional XP since his death, ultimately punishing the player and character alike. </p><p></p><p>For in transit situations I'm all for making experience passable between characters.</p><p></p><p>But this still leaves the question of a permenant death or replacement characters. If we do this then there is obviously no drawback for replacing characters or (as if you would want to) dying regularly. For this perhaps we should accomadate the Negitive level rule and just change the RP perspective?</p><p></p><p>How about a character that is being replaced for some reason or another is affected by the NEG-Level rule for a period of time as well. Say until they've gotten a certain amount of XP based off of their current total XP or just a base number of generic level-ups. </p><p></p><p>From an RP perspective you could say this is because a character is having to learn and grow with a group of people he doesn't really know. He's going to have to learn how to fight and act in a unit not only with this group but possibly for the first time ever. Sometimes it's hard to cooridinate w/ people you don't know.</p><p></p><p>I feel this is something that would be fair only because it seems like reverse logic to apply a penalty to characters who have died trying to accomplish something and not apply a penalty to those who have done absolutley nothing for the group yet. Just my two cents! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Tormal, post: 2646167, member: 17837"] Well - I do want to comment on this purly based on the mechanics and not based on my character's situation(s). Because I have percieved experience as a 'player resource' rather then a specific character's resource I would think experience to be more transitive in situations like this. Obviously this will benifit Tormal even though he was dead. Keep in mind the character's and player's consequence for dying is a less effective character for a bit of time. Do we really need another draw back? On the other hand we have to look at it from an in-game perspective. Why and even how would Tormal gain experience for being dead? Logically it wouldn't make sense unless you consider his experiences as a lost soul in the land of the dead. Because even there (as we have recently learned) a character has problems and situations to deal with. If this were considered for experience we then have to ask ourselves how much experience should this be worth? For simplicity we could say the same amount of experience the 'player' has gained since the character has died not really limiting the desire to replace characters regularly or that the character gains no additional XP since his death, ultimately punishing the player and character alike. For in transit situations I'm all for making experience passable between characters. But this still leaves the question of a permenant death or replacement characters. If we do this then there is obviously no drawback for replacing characters or (as if you would want to) dying regularly. For this perhaps we should accomadate the Negitive level rule and just change the RP perspective? How about a character that is being replaced for some reason or another is affected by the NEG-Level rule for a period of time as well. Say until they've gotten a certain amount of XP based off of their current total XP or just a base number of generic level-ups. From an RP perspective you could say this is because a character is having to learn and grow with a group of people he doesn't really know. He's going to have to learn how to fight and act in a unit not only with this group but possibly for the first time ever. Sometimes it's hard to cooridinate w/ people you don't know. I feel this is something that would be fair only because it seems like reverse logic to apply a penalty to characters who have died trying to accomplish something and not apply a penalty to those who have done absolutley nothing for the group yet. Just my two cents! :) [/QUOTE]
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