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<blockquote data-quote="Lanliss" data-source="post: 7063536" data-attributes="member: 6801219"><p>Well, that actually kind of makes sense. Druids would be deep into the Circle of Life thinking, and Clerics would be less perturbed than most, as they actually have an idea of what they are getting since they go to their god. Some random Fighter won't have any such assurance, and very well might face all sorts of horrible experiences in their afterlife.</p><p></p><p>Personally, I have a special Death plane, that is a constant blowing blizzard on an endless plane. When someone dies, they go their, and time stretches out. They wander for centuries, on into millennia, before eventually being found by an old man, who offers them a choice. Return to life (reset Death saving throws, but does not cure your wound) or go on into whatever Afterlife they have earned. Those who choose to return get a second chance at being healed, but have a shard of that Plane stuck in their heart for quite a while afterwards (The rest of their life in less long-lived races). Mechanically, this gives them disadvantage on saves against cold, and gives them some sort of quirk (the player makes it up) that relates to needing to be warm in some way. They also take 1d4 damage if they stay away from warmth of some form for too long. </p><p></p><p>If they die again, they go through the same process all over again, and they gain vulnerability to cold. The Vulnerability then stacks for every time they die, to triple damage from cold, then quadruple. The damage die also goes up for staying away from fire, to a d6/d8, on and on up to a d100. Eventually, an Ice cube will be able to kill them outright. There are ways to remove the Shard, but they are rare and costly. Some Warlocks have sold their soul, taking the shard out of their body, but losing 1 hit die permanently (The mechanical cost of a soul). Clerics can undertake quests for their god to receive a divine cleansing. Wizards can construct potions for it, but those cost more than a kingdom.</p><p></p><p>While none of my players have died yet in this world, I have a couple of NPCs with Death Quirks like a king who only finds warmth in drink, or a Young Green Dragon(Friendly) Who needs the warmth of another body to avoid the damage from staying away from warmth overnight. I would also allow the players to ignore the quirks if they feel like it.</p></blockquote><p></p>
[QUOTE="Lanliss, post: 7063536, member: 6801219"] Well, that actually kind of makes sense. Druids would be deep into the Circle of Life thinking, and Clerics would be less perturbed than most, as they actually have an idea of what they are getting since they go to their god. Some random Fighter won't have any such assurance, and very well might face all sorts of horrible experiences in their afterlife. Personally, I have a special Death plane, that is a constant blowing blizzard on an endless plane. When someone dies, they go their, and time stretches out. They wander for centuries, on into millennia, before eventually being found by an old man, who offers them a choice. Return to life (reset Death saving throws, but does not cure your wound) or go on into whatever Afterlife they have earned. Those who choose to return get a second chance at being healed, but have a shard of that Plane stuck in their heart for quite a while afterwards (The rest of their life in less long-lived races). Mechanically, this gives them disadvantage on saves against cold, and gives them some sort of quirk (the player makes it up) that relates to needing to be warm in some way. They also take 1d4 damage if they stay away from warmth of some form for too long. If they die again, they go through the same process all over again, and they gain vulnerability to cold. The Vulnerability then stacks for every time they die, to triple damage from cold, then quadruple. The damage die also goes up for staying away from fire, to a d6/d8, on and on up to a d100. Eventually, an Ice cube will be able to kill them outright. There are ways to remove the Shard, but they are rare and costly. Some Warlocks have sold their soul, taking the shard out of their body, but losing 1 hit die permanently (The mechanical cost of a soul). Clerics can undertake quests for their god to receive a divine cleansing. Wizards can construct potions for it, but those cost more than a kingdom. While none of my players have died yet in this world, I have a couple of NPCs with Death Quirks like a king who only finds warmth in drink, or a Young Green Dragon(Friendly) Who needs the warmth of another body to avoid the damage from staying away from warmth overnight. I would also allow the players to ignore the quirks if they feel like it. [/QUOTE]
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