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General Tabletop Discussion
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Different ways to handle death (and resurrection)
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<blockquote data-quote="Blue" data-source="post: 6818330" data-attributes="member: 20564"><p>For a certain campaign feel, I can get behind this. But only if paired with new and replacement characters coming in at a lower level or some other disadvantage.</p><p></p><p>A persistent penalty is the harshest, that's why everyone hated level-draining undead in earlier editions - you only lost when level when Raised, but you could lose one (or TWO) PER HIT with some undead. If you have it and it becomes mechanically advantageous to just dump your characters, you'll encourage turnover. (Maybe your table won't, that's up to you.)</p><p></p><p>I would be up-front with the players about it, including if it happens with revivify (which it sounds like it does since it's aeons before the body ever hits the ground). I would recognize as DM that it may make them more risk-adverse which could slow down pacing.</p><p></p><p>I <em>personally</em> would also put in other rewards, perhaps boons that they gain as rewards over time (that are connected to the character, not items that can be given to a replacement) that grant mechanical benefits. I'd also be aware that front-liners are taking more risk than the others and perhaps be a bit more generous in protective items for them.</p><p></p><p>As a final thought, your underworld (less the oasis' of the gods) is Ice Cold for some mythological reason. Is the "Great Enemy" of the gods a creature of fire that once tried to raid the souls of the dead so now they are hidden in this land of ancient ice? Working in something so near campaign end where the link to the land of ice and death is actually beneficial may give vindication to the players who have had their characters suffer through levels of this vulnerability.</p><p></p><p>All of that said, I wouldn't use this unless you had a specific campaign feel you wanted to give and that's the game your table wants. In general, permanent "breaking" of a player's PC but they still have to play them isn't the most fun.</p></blockquote><p></p>
[QUOTE="Blue, post: 6818330, member: 20564"] For a certain campaign feel, I can get behind this. But only if paired with new and replacement characters coming in at a lower level or some other disadvantage. A persistent penalty is the harshest, that's why everyone hated level-draining undead in earlier editions - you only lost when level when Raised, but you could lose one (or TWO) PER HIT with some undead. If you have it and it becomes mechanically advantageous to just dump your characters, you'll encourage turnover. (Maybe your table won't, that's up to you.) I would be up-front with the players about it, including if it happens with revivify (which it sounds like it does since it's aeons before the body ever hits the ground). I would recognize as DM that it may make them more risk-adverse which could slow down pacing. I [i]personally[/i] would also put in other rewards, perhaps boons that they gain as rewards over time (that are connected to the character, not items that can be given to a replacement) that grant mechanical benefits. I'd also be aware that front-liners are taking more risk than the others and perhaps be a bit more generous in protective items for them. As a final thought, your underworld (less the oasis' of the gods) is Ice Cold for some mythological reason. Is the "Great Enemy" of the gods a creature of fire that once tried to raid the souls of the dead so now they are hidden in this land of ancient ice? Working in something so near campaign end where the link to the land of ice and death is actually beneficial may give vindication to the players who have had their characters suffer through levels of this vulnerability. All of that said, I wouldn't use this unless you had a specific campaign feel you wanted to give and that's the game your table wants. In general, permanent "breaking" of a player's PC but they still have to play them isn't the most fun. [/QUOTE]
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