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Looking for unique suggestions on making player resurrections punishing.
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<blockquote data-quote="AaronOfBarbaria" data-source="post: 6873874" data-attributes="member: 6701872"><p>Then here is my advice: Talk with your players to find out what kind of difficulties they would find interesting, and which kind or amount of difficulty would result in their almost always choosing not to engage in the resurrection process.</p><p></p><p>For example, my own group will not bother with resurrection if any of the following are true: permanent penalty to anything but in-game currency; chance of the attempt failing; mandatory involvement of NPCs, especially if said NPC is going to use the act as leverage to get the party to do something they might not otherwise choose to do; time required to restore dead character to functional status exceeding 24 hours.</p><p></p><p>So we go with the 5th edition default for the mechanics of the issue - but there is the open area of narrative difficulty by way of some force/being opposing the act of "cheating death" and hunting down those that have been resurrected to try and kill them (while such force/being spends most of its time/effort hunting down and destroying undead creatures for the same reasons), or other complications manifesting outside the character being brought back or the character doing the bringing.</p><p></p><p>Because, as I've repeatedly seen folks figure out the hard way, what works for a movie, anime, or other form of story-telling does not necessarily work for a table-top game, and in fact usually doesn't by simple fact that reading/seeing a character struggling with something and playing the character struggling with something are two fundamentally different experiences.</p></blockquote><p></p>
[QUOTE="AaronOfBarbaria, post: 6873874, member: 6701872"] Then here is my advice: Talk with your players to find out what kind of difficulties they would find interesting, and which kind or amount of difficulty would result in their almost always choosing not to engage in the resurrection process. For example, my own group will not bother with resurrection if any of the following are true: permanent penalty to anything but in-game currency; chance of the attempt failing; mandatory involvement of NPCs, especially if said NPC is going to use the act as leverage to get the party to do something they might not otherwise choose to do; time required to restore dead character to functional status exceeding 24 hours. So we go with the 5th edition default for the mechanics of the issue - but there is the open area of narrative difficulty by way of some force/being opposing the act of "cheating death" and hunting down those that have been resurrected to try and kill them (while such force/being spends most of its time/effort hunting down and destroying undead creatures for the same reasons), or other complications manifesting outside the character being brought back or the character doing the bringing. Because, as I've repeatedly seen folks figure out the hard way, what works for a movie, anime, or other form of story-telling does not necessarily work for a table-top game, and in fact usually doesn't by simple fact that reading/seeing a character struggling with something and playing the character struggling with something are two fundamentally different experiences. [/QUOTE]
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Looking for unique suggestions on making player resurrections punishing.
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