GX.Sigma
Adventurer
Healer's Kits, as of the most recent revision, can be used at-will to bring a dying ally back up to 1 hit point (fully alive, conscious, and able to contribute in combat). Spare the dying does the same thing, but it's a swift spell. This seems like a really weird system, because it makes it impossible to die as long as there is another non-dead ally in reach.
My question is this: Has anyone seen a PC die in D&DN since this change? It seems to me that the only possible PC-death scenarios (barring instant death or similar effects) are:
It seems that a battle is only ever a total success (all PCs live, all monsters die), a total failure (one or more PCs die and the rest run away), or a suicide (all PCs die). This seems like a bad way to do lethality in a game like this. Can anyone share any stories of lethality in D&DN?
I've only had two deaths in D&DN so far: one was a 1st-level Wizard being insta-killed by Hommlet's friendly 10th-level Rogue shopkeep, and one was a 4th-level Rogue running outside his party's defensive bunker directly into enemy territory in a mass-combat situation.
My question is this: Has anyone seen a PC die in D&DN since this change? It seems to me that the only possible PC-death scenarios (barring instant death or similar effects) are:
- One character runs off alone and gets killed
- One character goes down, and the rest run away
- TPK
It seems that a battle is only ever a total success (all PCs live, all monsters die), a total failure (one or more PCs die and the rest run away), or a suicide (all PCs die). This seems like a bad way to do lethality in a game like this. Can anyone share any stories of lethality in D&DN?
I've only had two deaths in D&DN so far: one was a 1st-level Wizard being insta-killed by Hommlet's friendly 10th-level Rogue shopkeep, and one was a 4th-level Rogue running outside his party's defensive bunker directly into enemy territory in a mass-combat situation.
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