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Closing the Rotating Door of Death
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<blockquote data-quote="Ainamacar" data-source="post: 5530230" data-attributes="member: 70709"><p>If we're rolling then clearly it's random, but it's not like randomness is some monolithic thing. For example, "swinginess" influences the feeling for many people: going from hale and healthy to dead with a single roll can feel a lot different than being worn down over the course of combat before succumbing. (I'm reminded of that massive thread about "save or die" from a while ago.) Which is to say, even randomness has structure (the probability distribution) and that structure <em>matters</em>. Don't say that to a slaad's face, of course.</p><p></p><p>My usual preference, apart from setting considerations, is to leave the door open for the player to hope a dead character can return without making it a foregone conclusion or penalizing the the character when they return. In my experience, some players choose not to bring a character back, even if they could, due to loss of experience/Con/whatever. I don't particularly like that reaction, but I do understand it: it takes what could feel like a victory over death (more compelling, IMHO) and makes it a mechanical punishment for dying.</p><p></p><p>Some ways I've thought about doing the above:</p><p>1) A basic system-shock check. The body either survives and comes back without other penalties, or is lost for good.</p><p>2) Using "Soul points" that are rolled secretly when a character is created, and modified by their Charisma or other appropriate stat. The player knows they can probably get a few rezzes, but exactly which life is their last is a big question mark. This can be combined with various sorts of rolling, if desired.</p><p>3) Use a cosmology where great heros and those with purpose can actually fight their way back from the front steps of the afterlife. If the challenge is significant enough and kept narratively diverse, each death can be an exciting miniature adventure. Do not go gentle, indeed. Most people, however, have no ability to withstand the forces ushering their souls into the hereafter (i.e. would need to roll 6 20s in a row). Those who do, but find no one to actually raise them, become the lost and wandering mad souls of legend.</p><p></p><p>Edit: Gah! You guys worked everything out so quickly! What is the internet coming to? <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="Ainamacar, post: 5530230, member: 70709"] If we're rolling then clearly it's random, but it's not like randomness is some monolithic thing. For example, "swinginess" influences the feeling for many people: going from hale and healthy to dead with a single roll can feel a lot different than being worn down over the course of combat before succumbing. (I'm reminded of that massive thread about "save or die" from a while ago.) Which is to say, even randomness has structure (the probability distribution) and that structure [I]matters[/I]. Don't say that to a slaad's face, of course. My usual preference, apart from setting considerations, is to leave the door open for the player to hope a dead character can return without making it a foregone conclusion or penalizing the the character when they return. In my experience, some players choose not to bring a character back, even if they could, due to loss of experience/Con/whatever. I don't particularly like that reaction, but I do understand it: it takes what could feel like a victory over death (more compelling, IMHO) and makes it a mechanical punishment for dying. Some ways I've thought about doing the above: 1) A basic system-shock check. The body either survives and comes back without other penalties, or is lost for good. 2) Using "Soul points" that are rolled secretly when a character is created, and modified by their Charisma or other appropriate stat. The player knows they can probably get a few rezzes, but exactly which life is their last is a big question mark. This can be combined with various sorts of rolling, if desired. 3) Use a cosmology where great heros and those with purpose can actually fight their way back from the front steps of the afterlife. If the challenge is significant enough and kept narratively diverse, each death can be an exciting miniature adventure. Do not go gentle, indeed. Most people, however, have no ability to withstand the forces ushering their souls into the hereafter (i.e. would need to roll 6 20s in a row). Those who do, but find no one to actually raise them, become the lost and wandering mad souls of legend. Edit: Gah! You guys worked everything out so quickly! What is the internet coming to? :) [/QUOTE]
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