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L&L 3/05 - Save or Die!
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<blockquote data-quote="eamon" data-source="post: 5856433" data-attributes="member: 51942"><p>One thing I thought particularly jarring in the article: the notion that, from a designers perspective, having hitpoints as the sole measure of a characters "status" is a good thing. It's not!</p><p></p><p>It's almost invariably a <em>bad thing</em> when the game reduces to a (literally) one-dimensional grind. It's a good thing when there are several options, particularly if the interaction between is complex enough to make the notion of the "best" choice too complex to precisely determine.</p><p></p><p>So while having a simple "I win" button might not be ideal, I think tying it to hitpoints can be even worse in some cases.</p><p></p><p>---</p><p></p><p>One way of mitigating this might be fiddling with the resurrection rules: In 3e, death magic/disintegrate sometimes made resurrection harder. What if we turn that around: should resurrection of those killed before their time be <em>easier</em> (as they're not ready to move on yet)? Constant resurrection isn't for everyone, but I think most people could live with occasional resurrection merely to revert death spells, particularly when this means normal resurrection can be left at a campaign-appropriate level of difficulty.</p><p></p><p>I guess in the end a combination of approaches is probably best; some save-or-dies might be gradual, others HP-dependent or surge-dependent, and resurrection could be tweaked to make these kind of abilities less effective.</p></blockquote><p></p>
[QUOTE="eamon, post: 5856433, member: 51942"] One thing I thought particularly jarring in the article: the notion that, from a designers perspective, having hitpoints as the sole measure of a characters "status" is a good thing. It's not! It's almost invariably a [I]bad thing[/I] when the game reduces to a (literally) one-dimensional grind. It's a good thing when there are several options, particularly if the interaction between is complex enough to make the notion of the "best" choice too complex to precisely determine. So while having a simple "I win" button might not be ideal, I think tying it to hitpoints can be even worse in some cases. --- One way of mitigating this might be fiddling with the resurrection rules: In 3e, death magic/disintegrate sometimes made resurrection harder. What if we turn that around: should resurrection of those killed before their time be [I]easier[/I] (as they're not ready to move on yet)? Constant resurrection isn't for everyone, but I think most people could live with occasional resurrection merely to revert death spells, particularly when this means normal resurrection can be left at a campaign-appropriate level of difficulty. I guess in the end a combination of approaches is probably best; some save-or-dies might be gradual, others HP-dependent or surge-dependent, and resurrection could be tweaked to make these kind of abilities less effective. [/QUOTE]
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