Lanefan
Victoria Rules
Heh - tell that to the few unfortunate characters I've known (as DM or player) who have been killed twice by the same opponent.Precisely. A conflict can only happen once, and there are no do-overs.

Heh - tell that to the few unfortunate characters I've known (as DM or player) who have been killed twice by the same opponent.Precisely. A conflict can only happen once, and there are no do-overs.
Yes it often does; and what made A Song of Ice and Fire/Game of Thrones such a refreshing change is that you really didn't know who was going to die next.Doesn't knowing that the characters of a novel aren't going to die without the author getting a good story out of it reduce any sense of verisimilitude and satisfaction from reading a story?
I seem to recall you don't like rogue-like games, which are built on exactly this basis: you die, you start over.It's like asking someone why they use save files in a 4x strategy game. "Don't you want the tension of potentially losing everything?" No! I don't! That would make the last three hours of play a completely pointless waste of time!
Death saves or similar would be fine if healing (and worse, ranged healing) wasn't so easy to come by.A question for those who say they have to have character death or it spoils the game: How do 5E's death saves affect your feelings about it?
It's a lot harder to be insta-dead in 5E than in some earlier editions. Usually there's an in-between state where you're down and making death saves but not actually dead. Is the risk of that enough to add spice to your combat, or would you get more out of the game with instadeath?
I've used a variation on Matt Mercer's system for Critical Role, where resurrection becomes basically a series of challenges where surviving party members can increase or decrease the odds of success, and where it becomes more difficult the more times a character has previously been resurrected. It makes an attempted resurrection much more dramatic, and everyone gets to be involved.Got it. I've always liked (and still use) the 1e idea where you have to make a fairly easy but not guaranteed roll in order to be revived; in other words, there's always a chance that any death might be permanent.
But they were different conflicts, no? It was not literally the same fight, at the same time, in the same place.Heh - tell that to the few unfortunate characters I've known (as DM or player) who have been killed twice by the same opponent.![]()
Refreshing, until the series actually got going, and you realize that there are plenty of characters that won't just randomly, unceremoniously die, because that would be boring.Yes it often does; and what made A Song of Ice and Fire/Game of Thrones such a refreshing change is that you really didn't know who was going to die next.
My problem with rogue-likes is mostly that I run into some kind of impassable skill ceiling in most cases, which leaves me demoralized and frustrated. It happened with Rogue Legacy, this one Doom roguelike, FTL, and some other roguelike I've played but can't remember the name now.I seem to recall you don't like rogue-like games, which are built on exactly this basis: you die, you start over.
I enjoy the mid-to-late game of strategy stuff. The early game is usually quite boring to me, because it's always pretty much identical for any given game. Civ 6? Kill the 2-3 barb camps in your area, fail to get the Great Bath, try for a few early wonders, squeeze out as many cities as you can, pray you get some useful city-states nearby. Stellaris? Explore the dozen-or-so systems in your area, fling colony ships at every colonizable world in reach, achingly slowly work your way through the traditions, hope you get one of the moderately-interesting events because you've seen all ~24-ish before and know what every choice works out to be.And was that last three hours really a pointless waste of time? If you enjoyed that run of play, were entertained by it, and in general had fun in the moment (which really is the core point of the exercise, isn't it?), then it seems odd somehow to in hindsight consider it a waste.
It sounds a bit like you'd done some research in advance and knew you wanted to make that situation happen in the moment of sacrifice. Did you foreshadow it? Did you drop hints that could be seen in retrospect to indicate your 'take a hike with the One' might be there? If so, you're doing exactly what I advocated for ... if not, we'll come back to it once we hit a few points.Two examples. One from my current game. The other from a game where I was a player.
Our party Druid had been learning a lot about the foundations of magic and how his tradition is, effectively, just one perspective, and perhaps limited in some ways. When the party had geared up for a dangerous fight (attempting to slay an engorged, powerful mind-virus spirit of savagery and entropy called the Song of Thorns), as the coup de grace, he used the Shaman magic he had learned...to invoke the One, the (claimed) omnipotent monotheistic deity of the Safiqi priesthood (the dominant religion of their region, loosely based on IRL Islam.) The player had expected this to be a death for the character, as he was wrapping up the Druid's participation—this is the aforementioned player who had to bow out for IRL reasons I won't share here. Instead, I invoked a Biblical concept: the Druid "walked with the One and was no more, for the One took him away" (the unique and mysterious fate of Enoch, the only Biblical patriarch who is not said to have died in the text.) This was explicit to the player that the character was removed, and was going to have some Responsibilities as a result of his choice, but that there was a path to his return, should he be able to do so. The player was pleased that this fit the theme and concept he was aiming for in an unexpected way, and later on did in fact return for a brief while before going away again (the character is now a student at seminary as part of the consequences of his choices.) I didn't protect the Druid from anything, he paid a price for his prayer, and has fundamentally changed who and what he is as a result of his choices. But I did provide a pathway for that character's story to continue (or, it now seems, conclude elsewhere), if the player was interested.
So, the equivalent of a raise dead spell was known to be available (it seems it was known as you go straight to how the PCs proactively went to ask for it) ... and they persuaded an NPC to do it. Again - that is not what I advocated against. There was nothing done - after the fact and unearned - that bailed the PCs out. They used the tools they knew to exist. This is the equivalent of going to a church and accepting a quest from the cleric in exchange for a raise dead spell.As for the second example, I will try to be more brief. This was a 4e game in a homebrew science-fantasy space opera setting. My character, a Paladin in mechanics and behavior (story for that is complicated), died from a nasty crit at a bad time, instant death, no death saves. I temporarily played an NPC that had tagged along with the party during this time. The long-lost precursor race that had created my character's species (as soldiers and engineers/workers mainly) could revive the dead, but it was not something they would do at the drop of a hat. The party had to convince the Archivist (sapient AI caretaker) of the Astilabor containment facility to revive him, and it was all, "Why exactly should I do that? I could just create another, it would be much more efficient." Two party members gave their reasons, and then the irreverent, smart-aleck dronesmith piped up with one of the most touching appeals I've ever heard, even though up to this point she had been mostly sarcastic or a chaos gremlin toward my char: "He was the only one who spoke to a dying presence and learned what it had to say. [pause] ....and he was my friend." Such a simple phrase, and yet loaded with emotion.
No. I had no idea the character intended to do this. It caught me completely by surprise.It sounds a bit like you'd done some research in advance and knew you wanted to make that situation happen in the moment of sacrifice. Did you foreshadow it? Did you drop hints that could be seen in retrospect to indicate your 'take a hike with the One' might be there? If so, you're doing exactly what I advocated for ... if not, we'll come back to it once we hit a few points.
That--explicitly--is not how the player saw it. He explicitly told me otherwise. I cannot really respond to any other discussion on that front, because you have assumed I did something the player explicitly said I did not do. (He was, in fact, delighted to see the story play out as it did, and after his temporary return, he explicitly thanked me for providing the opportunity for real closure.)As a starting point - you stole the PC's thunder. They decided to make the sacrifice play, and you took it away.
I agree. That's why I cited the (numerous) examples of established options I could use, if a player character just randomly bit the dust. Numerous powerful allies with direct or proxy access to resurrection magic, and other resources/knowledge they could draw upon to undertake the process themselves if they prefer to do so. I do my homework.There is a huge difference when you watch a movie and the hero is saved by something that was set up rather than when they are saved by something unexpected that was not set up.
The player said nothing about it to me in advance. It was sprung out of the blue. It is possible that the player meant to hint at it, but I missed any hints or foreshadowing they intended. I only knew that the player intended this to be an actual death, and not a hiatus, after the fact. We discussed it afterwards.Had I been running this situation and had the player indicated to me that they planned to make that sacrifice play in advance, and had the Biblical idea you introduced occur to me, I would have woven in the groundwork for the twist sessions in advance. Then it would feel earned and would not have left the players feeling like we just handwaived and saved the PC for the future.
Except that it wasn't. Because the player explicitly said that the way it actually played out was better. That's why I gave the example. The player explicitly--both at the time and later, during his temporary return--preferred how this played out, and both before and after explicitly said he appreciates that, when the characters make choices, I respect those choices. How does that square with your analysis?Why is the potential of failing and dying for nothing better than having you give them your happy resolution?
Then 90% of fantasy aped it for a decade, making the entire supergenre basically unreadable.Yes it often does; and what made A Song of Ice and Fire/Game of Thrones such a refreshing change is that you really didn't know who was going to die next.