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Death and the Fixing of It
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<blockquote data-quote="Shallown" data-source="post: 1812621" data-attributes="member: 1368"><p>In my present game the players agreed. No raise dead or coming back once we are dead. It makes the game a little more interesting.</p><p></p><p>In the last game we played I GM'ed and when characters wanted to come back it often invloved dealing witha God (or his representative) and telling them what you were willing to do to come back. Often the whole group had to bargain for a characters life. I would often take each player into another room and ask them what they were willing to give up. It was interesting t o see the range of things offered. One character offered up his own life so the Diety was impressed and made it so the next time the one raised was suppose to die that character did instead. Which happened much later. From then on the sacrificing player (Who was dragged from death's door) wouldn't let the other character out of his sight for fear it would happen again.</p><p></p><p>Some prices paid include skill points, Ability scores etc. An elf's long life, future quest, agreements to protect other characters (a diety made one character protect the Cohort who was a priest of his)</p><p></p><p>The campaign was not one were the deities hung out with mortals they had a vested interest in seeing what the party was doing got done.</p><p></p><p>Also I had a rule that everyone had one round to die. No matter how negative you were (unless disintigrated or such) you didn't die permanently if you could be brought up to -10 and stabilized. It was often more interesting to watch the mad scramble and tactical planning involved in saving a character. Discovering its a full round action to pour a potion down someone's throat sucked for them. Since they couldn't move to a downed comrade and get him up enough to live. So many back up plans to helped downed comrades developed and made it interesting and dangerous since you had to ignore the bad guy while helping a buddy. I have seen players throwing a scroll across the room while another person caught it and held it up while a third (the rogue) moved to read it hoping to make his UMD roll and get off a Curative. It makes for some exciting combat.</p><p></p><p>Just some ideas.</p><p></p><p>Later</p></blockquote><p></p>
[QUOTE="Shallown, post: 1812621, member: 1368"] In my present game the players agreed. No raise dead or coming back once we are dead. It makes the game a little more interesting. In the last game we played I GM'ed and when characters wanted to come back it often invloved dealing witha God (or his representative) and telling them what you were willing to do to come back. Often the whole group had to bargain for a characters life. I would often take each player into another room and ask them what they were willing to give up. It was interesting t o see the range of things offered. One character offered up his own life so the Diety was impressed and made it so the next time the one raised was suppose to die that character did instead. Which happened much later. From then on the sacrificing player (Who was dragged from death's door) wouldn't let the other character out of his sight for fear it would happen again. Some prices paid include skill points, Ability scores etc. An elf's long life, future quest, agreements to protect other characters (a diety made one character protect the Cohort who was a priest of his) The campaign was not one were the deities hung out with mortals they had a vested interest in seeing what the party was doing got done. Also I had a rule that everyone had one round to die. No matter how negative you were (unless disintigrated or such) you didn't die permanently if you could be brought up to -10 and stabilized. It was often more interesting to watch the mad scramble and tactical planning involved in saving a character. Discovering its a full round action to pour a potion down someone's throat sucked for them. Since they couldn't move to a downed comrade and get him up enough to live. So many back up plans to helped downed comrades developed and made it interesting and dangerous since you had to ignore the bad guy while helping a buddy. I have seen players throwing a scroll across the room while another person caught it and held it up while a third (the rogue) moved to read it hoping to make his UMD roll and get off a Curative. It makes for some exciting combat. Just some ideas. Later [/QUOTE]
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