Rolzup
First Post
It Depends Upon The Game, frankly.
If I were to run something based upon, say, the Black Company books...yeah, death is cheap and easy and all too common.
But I'm unlikely to run that kind of game, no matter how much I enjoy the books.
D&D death, in my opinion, should be meaningful. Cedric the Paladin should die fighting evil, not because he blew a Climb check and fell off a cliff. If he does the latter, I'll drop him to negatives and break his leg...give him a minus to his AC and reduce his movement for a few days. But I ain't gonna kill him.
Seeing this discussions has really solidifed my support for some kind of Death Flag rules, so to quote rycanada....
And this is perfect. Let the player decide if something is worth dying for. It's exactly what I want, and future games that I run will be using some form of these rules.
If I were to run something based upon, say, the Black Company books...yeah, death is cheap and easy and all too common.
But I'm unlikely to run that kind of game, no matter how much I enjoy the books.
D&D death, in my opinion, should be meaningful. Cedric the Paladin should die fighting evil, not because he blew a Climb check and fell off a cliff. If he does the latter, I'll drop him to negatives and break his leg...give him a minus to his AC and reduce his movement for a few days. But I ain't gonna kill him.
Seeing this discussions has really solidifed my support for some kind of Death Flag rules, so to quote rycanada....
Conviction
Player Characters have a pool of Conviction, which functions like Action points. All PCs get 6 Conviction. Conviction is replenished whenever the party has a night of complete rest.
Conviction can be used in the following ways:
Cost Result
1 Roll an extra d20, keeping the highest*
2 Re-roll a d20**
2 Take an extra move-equivalent action @
3 Take an extra standard action @
* Declare before any roll
** Declare after any roll
@ On your turn only
When a player spends Conviction, they're saying "Hey, this is important to me. I want my character to have been the one that pulled this off - or at least, put everything into trying."
The Death Flag
As an Immediate action, a player character can choose to raise his Death Flag and gain 6 Conviction instantly (even if this brings their total Conviction pool above 6).
When the death flag is raised, the normal rules for death apply. If the death flag has not been raised, then the character, if killed, is treated as reducing the player character to 1 hit point above death. The Death Flag can be lowered by spending 5 Conviction.
When a player raises the Death flag, they're saying "This is worth staking my character's life on."
And this is perfect. Let the player decide if something is worth dying for. It's exactly what I want, and future games that I run will be using some form of these rules.