Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Dying House Rule
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Huntsman57" data-source="post: 7108388" data-attributes="member: 6803721"><p>I don't have any issue with rez being obtainable actually. My longest running campaign that I ran from '89 through to the mid 90's with mostly the same characters was memorable largely because the players had grown so attached to their characters and all the trials they went through. Of course they were trials because they were very difficult and people died.</p><p></p><p>Does that mean it should be "cheap" to rez a character? No, but to riff off my prior stolen statement "create the possibility of permakill, but generally don't permakill." If a player truly wants his character back, it should be possible, at least later in the game. I don't even agree with the aspect of 2E where there were permanent losses and setbacks. The character should eventually be able to get to a state where they're "good as new." Having said that, there should be lasting effects with the character taking quite awhile to get back to 100%. If there's not a party member with rez available it should be quite difficult to obtain, possibly involving a quest. In every case, it should be extremely expensive, setting the party back financially.</p><p></p><p>Part of the art of DMing is (and shhh don't share this with your players) creating the illusion of a threat that is greater than the reality of that threat. The risk of a wipe should sometimes seem all too real, but should very rarely materialize. The risk of individual death should be almost omni-present in dangerous situations, but death should only occasionally actually happen. The risk of perma-death should be a very real concern for the player, but in most cases, given the appropriate time, money, and effort put forth, should omit the "perma" even if there are lingering effects for some time.</p><p></p><p>5E's RAW death mechanics remove the teeth from that threat. The DM attempts to weave the illusion of the risk of perma-death for the individual character, but in many cases, any player familiar with the rules can see straight through it.</p></blockquote><p></p>
[QUOTE="Huntsman57, post: 7108388, member: 6803721"] I don't have any issue with rez being obtainable actually. My longest running campaign that I ran from '89 through to the mid 90's with mostly the same characters was memorable largely because the players had grown so attached to their characters and all the trials they went through. Of course they were trials because they were very difficult and people died. Does that mean it should be "cheap" to rez a character? No, but to riff off my prior stolen statement "create the possibility of permakill, but generally don't permakill." If a player truly wants his character back, it should be possible, at least later in the game. I don't even agree with the aspect of 2E where there were permanent losses and setbacks. The character should eventually be able to get to a state where they're "good as new." Having said that, there should be lasting effects with the character taking quite awhile to get back to 100%. If there's not a party member with rez available it should be quite difficult to obtain, possibly involving a quest. In every case, it should be extremely expensive, setting the party back financially. Part of the art of DMing is (and shhh don't share this with your players) creating the illusion of a threat that is greater than the reality of that threat. The risk of a wipe should sometimes seem all too real, but should very rarely materialize. The risk of individual death should be almost omni-present in dangerous situations, but death should only occasionally actually happen. The risk of perma-death should be a very real concern for the player, but in most cases, given the appropriate time, money, and effort put forth, should omit the "perma" even if there are lingering effects for some time. 5E's RAW death mechanics remove the teeth from that threat. The DM attempts to weave the illusion of the risk of perma-death for the individual character, but in many cases, any player familiar with the rules can see straight through it. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Dying House Rule
Top