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"He's beyond my healing ability..."
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<blockquote data-quote="Janx" data-source="post: 5627647" data-attributes="member: 8835"><p>I think there's an order of magnitude difference.</p><p></p><p>A badly run dungeon maze adds hours of tedium and boredom. At least that's what i find is wrong with labryinths.</p><p></p><p>A last words scene takes 5 minutes, unless an argument breaks out about whether the cleric can heal him.</p><p></p><p>IF a GM were to set the scene with an NPC that is going to die and spout some last words, and he doesn't want to get into a lot of "why can't I heal him", it'd probably be a good idea to describe him as "being too far gone for even healing magic to save" or some such. It at least sets up the state that in this game, some wounds are beyond simple HP recovery rules. I would do so, to spare the player wasting spells on it (adding to their frustration).</p><p></p><p>And it doesn't get into the details or require planning out complex or special injuries.</p><p></p><p>Despite that, a GM who has FORGOTTEN that the PCs could try to save the NPC, should learn to roll with things when the players try the unthinkable. The lesson may be this:</p><p>when the players do something you did not anticipate and it would dramtically change what you thought would happen, your pennance is to let them succeed and benefit from their clever idea.</p><p></p><p>Because even if they accept the "can't heal him because he's too far gone", then 5 minutes after, they will try to Speak with Dead on him. 10 minutes later, they'll try to Ressurect him. You can't block all of those, as that's just too much. To be fair, one of those should work (if not 2 of them).</p></blockquote><p></p>
[QUOTE="Janx, post: 5627647, member: 8835"] I think there's an order of magnitude difference. A badly run dungeon maze adds hours of tedium and boredom. At least that's what i find is wrong with labryinths. A last words scene takes 5 minutes, unless an argument breaks out about whether the cleric can heal him. IF a GM were to set the scene with an NPC that is going to die and spout some last words, and he doesn't want to get into a lot of "why can't I heal him", it'd probably be a good idea to describe him as "being too far gone for even healing magic to save" or some such. It at least sets up the state that in this game, some wounds are beyond simple HP recovery rules. I would do so, to spare the player wasting spells on it (adding to their frustration). And it doesn't get into the details or require planning out complex or special injuries. Despite that, a GM who has FORGOTTEN that the PCs could try to save the NPC, should learn to roll with things when the players try the unthinkable. The lesson may be this: when the players do something you did not anticipate and it would dramtically change what you thought would happen, your pennance is to let them succeed and benefit from their clever idea. Because even if they accept the "can't heal him because he's too far gone", then 5 minutes after, they will try to Speak with Dead on him. 10 minutes later, they'll try to Ressurect him. You can't block all of those, as that's just too much. To be fair, one of those should work (if not 2 of them). [/QUOTE]
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