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New Article: Death and Dying
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<blockquote data-quote="Voss" data-source="post: 4032919" data-attributes="member: 57593"><p>Hmm. That's kind of the opposite of what I meant. One, no NPC should be plot critical to the point that killing them off ruins the game. Second, keeping them out of combat requires just as much (if not more) annoying fiat. Its more the feel that the game is providing big giant signs for the players in combat. If an opponent goes down during combat but is still twitching, the game is essentially pointing it out to the players with a big sign that says 'A clue!' </p><p></p><p>I also just don't like the set up that PCs are super-duper special guys that operate in the world according to completely different rules. If 3rd level fighter Mike and 3rd level brute Bob jump off a cliff, Bob is dead and Mike is just out of it if someone is there to heal him, or just hits the 5% 'spontaneously regenerates' roll</p></blockquote><p></p>
[QUOTE="Voss, post: 4032919, member: 57593"] Hmm. That's kind of the opposite of what I meant. One, no NPC should be plot critical to the point that killing them off ruins the game. Second, keeping them out of combat requires just as much (if not more) annoying fiat. Its more the feel that the game is providing big giant signs for the players in combat. If an opponent goes down during combat but is still twitching, the game is essentially pointing it out to the players with a big sign that says 'A clue!' I also just don't like the set up that PCs are super-duper special guys that operate in the world according to completely different rules. If 3rd level fighter Mike and 3rd level brute Bob jump off a cliff, Bob is dead and Mike is just out of it if someone is there to heal him, or just hits the 5% 'spontaneously regenerates' roll [/QUOTE]
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