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Killing a Teammate
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<blockquote data-quote="Jester David" data-source="post: 6791451" data-attributes="member: 37579"><p>Having to hire an NPC is just one solution.</p><p>Perhaps there's a magical spring or fountain that restores the bodies of those who bathe there. At which point the condition becomes an adventuring hook. </p><p>Perhaps a fiend or fey being offers to restore the adventurer for a future favour or in exchange for some service. At which point the cost comes into play: how much are they willing to do to bring back the PC. </p><p>Maybe there's a remote temple in the area where they can receive the spell, or a shrine or holy site where anyone can be blessed by the gods.</p><p></p><p>I agree with [MENTION=6775031]Saelorn[/MENTION] that their response is metagamey. There's no reason for them to know they'll find a new companion (especially if they're that far from a settlement). Or that their new companion will start at their level. (In 5e, a level 3 PC can work just well with a level 9 party. And they'll quickly gain experience and close the gap.) They're advocating murdering their friend because they'd be an inconvenience for a short period. That's like euthanizing someone in a coma knowing they'd wake up in a few months. It is a pretty horrible thing to consider. </p><p>However... if they're in a dangerous place and don't even think it's possible to keep the person alive then the mercy of a quick death might be permissible; some place the Underdark is dangerous enough without leading along an ally that can't think for themselves. It's better than letting them suffer or be eaten. But from what we've heard, that doesn't seem to be the position they're arguing.</p><p></p><p>Would it cause the paladin to fall and the cleric to choose a new gods? Maybe. </p><p>D&D is about having fun, but that doesn't mean things have to be easy or always go the player's way. Choices have consequences. Especially if there can be an interesting story or narrative consequence. Losing class features is hard, but falling out of favour with your god and being on divine probation is interesting, generates future adventure hooks, and causes potential character growth. If, suddenly, the cleric loses their domain powers or creatures make saving throws against spells with advantage until some measure of atonement is performed. </p><p>A hard moral choice is interesting and I wouldn't make it easy for them by reducing the potential consequences. Heck, if my players killed a character like that I'd make them <em>feel</em> the choice later, introducing the dead PC's family or other loved ones.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6791451, member: 37579"] Having to hire an NPC is just one solution. Perhaps there's a magical spring or fountain that restores the bodies of those who bathe there. At which point the condition becomes an adventuring hook. Perhaps a fiend or fey being offers to restore the adventurer for a future favour or in exchange for some service. At which point the cost comes into play: how much are they willing to do to bring back the PC. Maybe there's a remote temple in the area where they can receive the spell, or a shrine or holy site where anyone can be blessed by the gods. I agree with [MENTION=6775031]Saelorn[/MENTION] that their response is metagamey. There's no reason for them to know they'll find a new companion (especially if they're that far from a settlement). Or that their new companion will start at their level. (In 5e, a level 3 PC can work just well with a level 9 party. And they'll quickly gain experience and close the gap.) They're advocating murdering their friend because they'd be an inconvenience for a short period. That's like euthanizing someone in a coma knowing they'd wake up in a few months. It is a pretty horrible thing to consider. However... if they're in a dangerous place and don't even think it's possible to keep the person alive then the mercy of a quick death might be permissible; some place the Underdark is dangerous enough without leading along an ally that can't think for themselves. It's better than letting them suffer or be eaten. But from what we've heard, that doesn't seem to be the position they're arguing. Would it cause the paladin to fall and the cleric to choose a new gods? Maybe. D&D is about having fun, but that doesn't mean things have to be easy or always go the player's way. Choices have consequences. Especially if there can be an interesting story or narrative consequence. Losing class features is hard, but falling out of favour with your god and being on divine probation is interesting, generates future adventure hooks, and causes potential character growth. If, suddenly, the cleric loses their domain powers or creatures make saving throws against spells with advantage until some measure of atonement is performed. A hard moral choice is interesting and I wouldn't make it easy for them by reducing the potential consequences. Heck, if my players killed a character like that I'd make them [I]feel[/I] the choice later, introducing the dead PC's family or other loved ones. [/QUOTE]
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