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GAHH!! Time to take a break from 3.5
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<blockquote data-quote="Planeswalker Maloran" data-source="post: 3746891" data-attributes="member: 55061"><p>A while ago, I made that a house rule in my campaigns. The players very quickly got more careful about not dying. I've also ruled that even True Resurrection brings you back one level lower; and at 5th level or higher, if you die and make a new character, the character is one level lower than your previous character was.</p><p></p><p>And for individual campaigns, I've sometimes banned clerics entirely, and typically encouraged everyone to not play a cleric.</p><p></p><p>I agree, it's utterly ridiculous that 8 hours or so after a fight that nearly killed the whole party, they're all perfectly fine, back to full health and full spells. I have ruled that there is no spell that will cure ability damage, it has to heal on its own. I have ruled that ability drain can only be converted to ability damage, not removed; and only with high-level magic even then.</p><p></p><p>But, what I found was a lot easier than all of that was to run a mortals-only campaign in White Wolf's World of Darkness. There are no healers. No matter how much experience the party gains, absolutely everything is bigger and badder than them. The whole party versus one freshly sired vampire is a serious challenge, possibly lethal. Damage will heal, but very slowly; measured in days or weeks. The game was intended to have somewhat of a horror theme, and the players never broke character. They feared for their lives! Of course, it helped that the flaw Dark Fate was mandatory for that campaign, so they knew from the start they were all going to die horribly, if they were lucky. And I didn't find it made them detach from the characters. If anything, it made them determined to get the best role-playing experience possible from the characters before they died.</p><p></p><p>(On a side-note... is Regeneration just a silly relic from a bygone era, or is there actually something in D&D that is capable of severing people's limbs? I've never encountered a mechanic for it, so presumably it can only be done through story and role-playing; and yet it's still nowhere near permanent. Though admittedly, a character losing a leg would really suck. But there are ways around it! Get a Carpet of Flying and always sit on it, for instance. Actually spend money and effort to find a work-around for the problem, rather than just *POOF* it's all better!)</p></blockquote><p></p>
[QUOTE="Planeswalker Maloran, post: 3746891, member: 55061"] A while ago, I made that a house rule in my campaigns. The players very quickly got more careful about not dying. I've also ruled that even True Resurrection brings you back one level lower; and at 5th level or higher, if you die and make a new character, the character is one level lower than your previous character was. And for individual campaigns, I've sometimes banned clerics entirely, and typically encouraged everyone to not play a cleric. I agree, it's utterly ridiculous that 8 hours or so after a fight that nearly killed the whole party, they're all perfectly fine, back to full health and full spells. I have ruled that there is no spell that will cure ability damage, it has to heal on its own. I have ruled that ability drain can only be converted to ability damage, not removed; and only with high-level magic even then. But, what I found was a lot easier than all of that was to run a mortals-only campaign in White Wolf's World of Darkness. There are no healers. No matter how much experience the party gains, absolutely everything is bigger and badder than them. The whole party versus one freshly sired vampire is a serious challenge, possibly lethal. Damage will heal, but very slowly; measured in days or weeks. The game was intended to have somewhat of a horror theme, and the players never broke character. They feared for their lives! Of course, it helped that the flaw Dark Fate was mandatory for that campaign, so they knew from the start they were all going to die horribly, if they were lucky. And I didn't find it made them detach from the characters. If anything, it made them determined to get the best role-playing experience possible from the characters before they died. (On a side-note... is Regeneration just a silly relic from a bygone era, or is there actually something in D&D that is capable of severing people's limbs? I've never encountered a mechanic for it, so presumably it can only be done through story and role-playing; and yet it's still nowhere near permanent. Though admittedly, a character losing a leg would really suck. But there are ways around it! Get a Carpet of Flying and always sit on it, for instance. Actually spend money and effort to find a work-around for the problem, rather than just *POOF* it's all better!) [/QUOTE]
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GAHH!! Time to take a break from 3.5
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