Storyteller01 said:
It's not the same at all. You get one 'get out of jail free' roll. Just one. When you die, roll a d20. That's how many hit points you have left. Use it to get out of dodge or die for real. The 'god roll' has several other uses, so if you rolled to improve your odds somewhere earlier in the game...
Most definitely not a free res.
It's fudging. Call it what you want, or define it how you wish. Your characters, in the end, are alive when they should be dead. They simply arrived there by a different means than the characters in my campaigns. There is nothing "free" about resurrection.
Storyteller01 said:
The game is supposed to be about flexibility among players. I don't want stories centering around 'remember when you died that time' unless it's tied to 'and the crap we had to go through to pull it off!'. Because of this my players play smarter. They use cover, a player has taken max ranks in heal, and they co-operate more than 'launch the fireball while I charge in'. The 'golden hour' becomes one of the most suspenseful parts of the game (can we stablizie him in time?).
Okay. You don't want stories like that, and you feel that it improves the quality of your games. If you were merely speaking about your games, and not stating larger implications on the nature of other people's games in which you have not played, then there would be no problem here. Different strokes for different folks, and all that.
Storyteller01 said:
Clerics rolling saves to cast: both our divine casters like the change. The rule is that you don't have to memorize spells, but you have to Will save to cast. One worships luck, so it works for his concept. The spell may or may not work, and he has his luck domain rereoll if needs be. The other hates the fact that folks worshipping a god have to memorize spells ahead of time. To him, this change better represents how those praying for miracles would receive them; on the fly and not always when you ask for it.
Okay, they like it. I simply said it would drive me nuts. And it would.
Storyteller01 said:
You don't have to play my way if you don't want to, but don't insult the system if the players using it enjoy it.
I haven't insulted anything. I said that I wouldn't play it. And that it's simply a different method of fudging from the personal method of fudging that I employ, and no better.
DonTadow said:
There's a big difference between fudging and an optional rules mechanic.
No, there isn't.
DonTadow said:
Fudging implies that you push the dice roll whatever way you want, ignoring the mechanical rules of the game. That is NOT what action points and luck attributes do. Luck and action points add the "heroic luck" factor that you often see in movies. Again, you show me a movie where they consistently get a character resurrected (and please don't mention the quest for spock) and I will gladly give your argument a bone.
"Heroic luck" is fudging by another name.
But to answer your question:
Conan got resurrected in the Conan movies. Gandalf got resurrected. Jesus got resurrected, and so far, his book is the best-selling book of all time. Several movies adaptions, too.
Oh, but you want "consistently." Talk about stacking the deck.
Characters get resurrected in Stargate SG-1. Maybe you've heard of it. Star Wars has the bactine tank. Want to go to books? Ever heard of Stephen Brust? There are special soul-sucking weapons to prevent the process.
Shall I go on? And yes, in SG-1, the Egyptian coffins get used very regularly. I like how you chucked the "consistently" in there and then make me choose a movie, which is 2 to 3 hours long. It's a silly proposal, and I fulfilled it, anyway.
So my argument gets a bone.
DonTadow said:
Now, action points and fate cards ( or whatever you use) are limited. Players only get a certain amount and even then only at certain times (usually once per limited). They have set limits, in particular a die roll to increase a save or multiple cards to stabilize or reroll a stabilization. This is the most accurate way to replicate the "how'd the heck that hero stave off the poison" scenes you often see in movies and such. It's the thing in my games that separates the heroes from the common mooks.
I've never played in a campaign with unlimited access to True Resurrections, and I've played the game up to level 35. Sooner or later, you run out of resources.
I'm not saying you should use my way, or change your own. But you're simply fudging by another means, and honesty asks that you admit that.
DonTadow said:
Again, I can't think of a non dungeons and dragons media where easy to use resurrection is appart of the story. I'd like to say it makes it more of a board game, but there are few board games with the light penalties as d and d's resurrection rules. Done right, the resurrection rules should not be a problem, but dms and players who use them often abuse them. A good story telling DM would probably only allow it less than 5 percent of the time if they consider the concept of the character "wanting" to come back. Only someone playing a game would think their character would voluntarily leave bliss for the mortal world.
Stephen Brust and Stargate SG-1 come readily to mind.
It doesn't make anything into a board game, or even a video game. These mechanics have been around since 1st Edition AD&D. The reason you see a similarity is because those games grew out of D&D, not because D&D is somehow descending to their level.
A good storytelling DM can use resurrections all the time, and still make the story flow and the dangers real. I know, because I am a good DM, and that is exactly what I do. I am aware that there are good DMs who use different means than mine to accomplish enjoyable games. Apparently, you have yet to learn this truth.