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How do we really want combat to be?
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<blockquote data-quote="Cyraneth" data-source="post: 1110328" data-attributes="member: 1199"><p>Good argument, and I find it very appealing, but then again, death effect are IMO dramatic. Charging a lich only to find the undead wizard-king counter your foolish attempt at hindering him with a <em>finger of death</em> can be awe-inspiring, dramatic, and makes the players think again. Things like that don't really happen when you're just trying to anticipate where the next wall of iron will appear or when wading through an entangle spell. And regarding the "destruction of character concepts", let your characters whine when their oh-so-cool character suddenly dies. Let them feel the dangers of adventuring. Don't let them feel safe, knowing that a huge bunch of hit points will unerringly keep them alive for at least 5-6 rounds, and that their weapons are indestructible by simply not sundering them, and so on. Face it: Adventuring is dangerous. You wouldn't be a hero if it was a cakewalk, or if it just was some simple riddle or plot that had to be unraveled. A hero's very life must be at stake, not just a few of his hit points. And if it does go wrong, heroes the characters have grown close to can be <em>resurrected</em> or otherwise brought back to life. If the characters can't pay for a resurrection, have them undergo a small quest for it. It isn't really that hard.</p><p></p><p>- Cyraneth</p></blockquote><p></p>
[QUOTE="Cyraneth, post: 1110328, member: 1199"] Good argument, and I find it very appealing, but then again, death effect are IMO dramatic. Charging a lich only to find the undead wizard-king counter your foolish attempt at hindering him with a [I]finger of death[/I] can be awe-inspiring, dramatic, and makes the players think again. Things like that don't really happen when you're just trying to anticipate where the next wall of iron will appear or when wading through an entangle spell. And regarding the "destruction of character concepts", let your characters whine when their oh-so-cool character suddenly dies. Let them feel the dangers of adventuring. Don't let them feel safe, knowing that a huge bunch of hit points will unerringly keep them alive for at least 5-6 rounds, and that their weapons are indestructible by simply not sundering them, and so on. Face it: Adventuring is dangerous. You wouldn't be a hero if it was a cakewalk, or if it just was some simple riddle or plot that had to be unraveled. A hero's very life must be at stake, not just a few of his hit points. And if it does go wrong, heroes the characters have grown close to can be [I]resurrected[/I] or otherwise brought back to life. If the characters can't pay for a resurrection, have them undergo a small quest for it. It isn't really that hard. - Cyraneth [/QUOTE]
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How do we really want combat to be?
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