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Adapting Asheron's Call "vitae" death mechanic. (or, how to be a deadly DM and still
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<blockquote data-quote="jlhorner1974" data-source="post: 462018" data-attributes="member: 8628"><p>No offense taken. </p><p></p><p>I think everyone should be free to run the kind of campaign they want, and there is no "right" or "wrong" way to handle death. There's nothing wrong with not "babying" characters and let the chips fall where they may. That is what the rules have done from the beginning, after all.</p><p></p><p>Also, I honestly think that the personality of the players has a lot to do with how you should handle it. After all, as a DM, you have to run the kind of game you like and the players like. </p><p></p><p>To be fair though, the point of this thread is that some of us want to be able to be a bit more lethal and let characters die without having to have characters lose levels or reroll characters, while still having a penalty to encourage smart play.</p><p></p><p>In my campaign, I want to design complex plots that closely relate to characters that play out over time. That's difficult to do if death is final. I'd really like to run a conversion of the 2E module "Return to the Tomb of Horrors", and if death were final, well, I'd never get through it. (laugh)</p><p></p><p>Actually I really like the simplicity and reality of "one strike, you're out". It's realistic, it's easy to handle, and it encourages good play in most cases. </p><p></p><p>I would rather have a roleplaying-heavy campaign that focuses on encourages heroics, clever problem solving, and risk-taking (without being too reckless) instead of a more realistic "grim n gritty" setting. I want to punish reckless play without being too harsh on occasional unlucky rolls. And in my world, magic that restores the dead to life is quite rare and has a much steeper cost than listed in the Player's Handbook. I want a player death to mean something, but I want to try to roughly keep the party around the same level and I don't quite like the mechanic for death as written in the PH. I also don't like the fact that True Resurrection allows rivivification with no penalty.</p><p></p><p>I am just trying to explore how to possibly change the core rules for death to something better suited for a long term campaign heavy on roleplaying.</p><p></p><p>I still haven't firmly decided on how I will handle death. Your comments will make me rethink my approach and consider being harsher. Of course, your opinion is valid and I appreciate your candor. People should speak their mind in a calm and logical fashion without resorting to pettiness like you have done.</p><p></p><p>What I'm really interested in are people's thoughts on whether my ideas or the original's poster's ideas can work, and if so, how they could be improved further.</p></blockquote><p></p>
[QUOTE="jlhorner1974, post: 462018, member: 8628"] No offense taken. I think everyone should be free to run the kind of campaign they want, and there is no "right" or "wrong" way to handle death. There's nothing wrong with not "babying" characters and let the chips fall where they may. That is what the rules have done from the beginning, after all. Also, I honestly think that the personality of the players has a lot to do with how you should handle it. After all, as a DM, you have to run the kind of game you like and the players like. To be fair though, the point of this thread is that some of us want to be able to be a bit more lethal and let characters die without having to have characters lose levels or reroll characters, while still having a penalty to encourage smart play. In my campaign, I want to design complex plots that closely relate to characters that play out over time. That's difficult to do if death is final. I'd really like to run a conversion of the 2E module "Return to the Tomb of Horrors", and if death were final, well, I'd never get through it. (laugh) Actually I really like the simplicity and reality of "one strike, you're out". It's realistic, it's easy to handle, and it encourages good play in most cases. I would rather have a roleplaying-heavy campaign that focuses on encourages heroics, clever problem solving, and risk-taking (without being too reckless) instead of a more realistic "grim n gritty" setting. I want to punish reckless play without being too harsh on occasional unlucky rolls. And in my world, magic that restores the dead to life is quite rare and has a much steeper cost than listed in the Player's Handbook. I want a player death to mean something, but I want to try to roughly keep the party around the same level and I don't quite like the mechanic for death as written in the PH. I also don't like the fact that True Resurrection allows rivivification with no penalty. I am just trying to explore how to possibly change the core rules for death to something better suited for a long term campaign heavy on roleplaying. I still haven't firmly decided on how I will handle death. Your comments will make me rethink my approach and consider being harsher. Of course, your opinion is valid and I appreciate your candor. People should speak their mind in a calm and logical fashion without resorting to pettiness like you have done. What I'm really interested in are people's thoughts on whether my ideas or the original's poster's ideas can work, and if so, how they could be improved further. [/QUOTE]
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