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Do players even like the risk of death?
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<blockquote data-quote="Fanaelialae" data-source="post: 8270572" data-attributes="member: 53980"><p>Yeah, definitely it's going to fall to personal tastes. I've even conversed with people who've said they like 1e/2e level drain.</p><p></p><p>Something that I've been thinking about today, along these lines, is level drain and Dark Souls. In case you're unfamiliar with the game (feel free to skip this paragraph if you're familiar), it's considered fairly hard. However, an interesting distinction is that it's surprisingly fair for a hard game. I don't like games that are hard for the sake of being hard, but I love Dark Souls. To begin with, there are enough respawn points that you almost never lose more than a few minutes of progress when you die. Saves are automatic, so you can't simply reload. The way experience points (souls) work is that any unspent souls are dropped where you died. If you die a second time before you can retrieve them, they're lost, but if you manage to retrieve them then you've lost basically nothing. So a significant portion of the gameplay is about planning ahead so you don't make the same mistake twice.</p><p></p><p>I was thinking about this in relation to level drain. What if level drain could be reversed by killing the monster that drained you before it becomes permanent (after a long rest or such)? That could make for some interesting and exciting gameplay I think, and it might be better received than the standard implemention.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 8270572, member: 53980"] Yeah, definitely it's going to fall to personal tastes. I've even conversed with people who've said they like 1e/2e level drain. Something that I've been thinking about today, along these lines, is level drain and Dark Souls. In case you're unfamiliar with the game (feel free to skip this paragraph if you're familiar), it's considered fairly hard. However, an interesting distinction is that it's surprisingly fair for a hard game. I don't like games that are hard for the sake of being hard, but I love Dark Souls. To begin with, there are enough respawn points that you almost never lose more than a few minutes of progress when you die. Saves are automatic, so you can't simply reload. The way experience points (souls) work is that any unspent souls are dropped where you died. If you die a second time before you can retrieve them, they're lost, but if you manage to retrieve them then you've lost basically nothing. So a significant portion of the gameplay is about planning ahead so you don't make the same mistake twice. I was thinking about this in relation to level drain. What if level drain could be reversed by killing the monster that drained you before it becomes permanent (after a long rest or such)? That could make for some interesting and exciting gameplay I think, and it might be better received than the standard implemention. [/QUOTE]
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