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An additional component for Resurrection
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<blockquote data-quote="5ekyu" data-source="post: 7302026" data-attributes="member: 6919838"><p>Now, two very down to aerth brass tacks observations.</p><p></p><p>Practically speaking, the real options after PC death are bring back old or bring in new. So the "costs" you apply to one have direct impact on the desirability of the other. One cost baked into "new character" is the storyline loss. </p><p></p><p>Second, it is IMO extremely bad to add in noticable, weakening caster side restrictions as *often* the loss of new character is fun for that player - they would have more fun keeping their existing one. </p><p></p><p>So putting PLAYER Joe in the position of harming *his character that survived* or being *the PLAYER who refused to let PLAYER Bob keep playing the character he loved* is a very IMO bad idea with lots of potential pitfalls at the gaming table side.</p><p></p><p></p><p></p><p>Sent from my VS995 using <a href="http://r.tapatalk.com/byo?rid=93205" target="_blank">EN World mobile app</a></p></blockquote><p></p>
[QUOTE="5ekyu, post: 7302026, member: 6919838"] Now, two very down to aerth brass tacks observations. Practically speaking, the real options after PC death are bring back old or bring in new. So the "costs" you apply to one have direct impact on the desirability of the other. One cost baked into "new character" is the storyline loss. Second, it is IMO extremely bad to add in noticable, weakening caster side restrictions as *often* the loss of new character is fun for that player - they would have more fun keeping their existing one. So putting PLAYER Joe in the position of harming *his character that survived* or being *the PLAYER who refused to let PLAYER Bob keep playing the character he loved* is a very IMO bad idea with lots of potential pitfalls at the gaming table side. Sent from my VS995 using [URL=http://r.tapatalk.com/byo?rid=93205]EN World mobile app[/URL] [/QUOTE]
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