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New raise dead. thoughts?
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<blockquote data-quote="GhostBear" data-source="post: 6050743" data-attributes="member: 6667527"><p>Players sitting it out does suck, but there are some things that can be done to mitigate the problem.</p><p></p><p>For combats, the player can take control of friendly or hostile creatures on the battlefield. 13th Age has a "Fighting In Spirit" rule where dead players can offers bonuses to other players' rolls which keeps them active and attentive at the table.</p><p></p><p>There's lots of ways to slip a new critter into an adventuring party, either temporarily or as a permanent character. The adventurers may have supporting NPCs; friends appear in unlikely places sometimes.</p><p></p><p>If they're isolated and in enemy territory, you never know when you could find a sympathizer or who might be willing to take a bribe. Let the player have some input as to how it all goes down and you can end up with some very fun situations that you never expected.</p><p></p><p>Someone around here (I think, may have been a podcast) had a PC die in a very bad spot, raising wasn't available and the DM couldn't figure out a good way to stick a new character into the party smoothly, so... The PC lived on. As a ghost. Sounds interesting, though I bet the Casper jokes would get old after a while. And "My goodness, you look like you've seen a..."</p><p></p><p>It does take time in the d20 games to stat out a high level character, but not everything has to be spelled out to the letter for the player to be able to play. Non-combat situations in particular don't require much of anything. You don't need stats to explore or interact with other characters, so the game can keep going in the meantime.</p><p></p><p>Doesn't work in all situations, but in my experience character death hasn't ever been that big a deal. Quite the contrary - I've found players to be excited to hop onto the next big new shiny thing. (o:</p><p></p><p>I never said there was something wrong with it. I actually like the idea on the whole, there's just a certain style of gaming that makes it moot, that's all.</p><p></p><p>I don't get how some people think that a modest disagreement equates to "you must play a certain way." I see that accusation crop up from time to time at ENWorld, and yet I never see anyone actually dictating how other people absolutely must play. Just offering suggestions, different points of view, and "this does / does not work for me." People have always been able to game the way they like. It isn't even possible to force someone to do something at their own table, so... Why even bring it up?</p></blockquote><p></p>
[QUOTE="GhostBear, post: 6050743, member: 6667527"] Players sitting it out does suck, but there are some things that can be done to mitigate the problem. For combats, the player can take control of friendly or hostile creatures on the battlefield. 13th Age has a "Fighting In Spirit" rule where dead players can offers bonuses to other players' rolls which keeps them active and attentive at the table. There's lots of ways to slip a new critter into an adventuring party, either temporarily or as a permanent character. The adventurers may have supporting NPCs; friends appear in unlikely places sometimes. If they're isolated and in enemy territory, you never know when you could find a sympathizer or who might be willing to take a bribe. Let the player have some input as to how it all goes down and you can end up with some very fun situations that you never expected. Someone around here (I think, may have been a podcast) had a PC die in a very bad spot, raising wasn't available and the DM couldn't figure out a good way to stick a new character into the party smoothly, so... The PC lived on. As a ghost. Sounds interesting, though I bet the Casper jokes would get old after a while. And "My goodness, you look like you've seen a..." It does take time in the d20 games to stat out a high level character, but not everything has to be spelled out to the letter for the player to be able to play. Non-combat situations in particular don't require much of anything. You don't need stats to explore or interact with other characters, so the game can keep going in the meantime. Doesn't work in all situations, but in my experience character death hasn't ever been that big a deal. Quite the contrary - I've found players to be excited to hop onto the next big new shiny thing. (o: I never said there was something wrong with it. I actually like the idea on the whole, there's just a certain style of gaming that makes it moot, that's all. I don't get how some people think that a modest disagreement equates to "you must play a certain way." I see that accusation crop up from time to time at ENWorld, and yet I never see anyone actually dictating how other people absolutely must play. Just offering suggestions, different points of view, and "this does / does not work for me." People have always been able to game the way they like. It isn't even possible to force someone to do something at their own table, so... Why even bring it up? [/QUOTE]
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