questing gm
First Post
Isn't this convention already used in video games and CRPGs as a plot-driving device (or the monologue triggerd escape hatch for that pesky recurring villain)?
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The no-death-short-of-TPK thing is taken straight from NWN2. I steal from all kinds of places.questing gm said:Isn't this convention already used in video games and CRPGs as a plot-driving device (or the monologue triggerd escape hatch for that pesky recurring villain)?
Hey, I like a rules-oriented game as much as the next person. It gives my gearhead gene an outlet, among other things. But shoehorning this kind of stuff into the D&D framework is more work than it's worth, so I just shake the framework up a bit.Doug McCrae said:Hong! You've turned D&D into Feng Shui.
It's a cool mechanic but I don't like to do that sort of stuff with rules-oriented games such as 3.X, only with free-wheelin', swashbuckling, rules-lite type systems.
I like the negative hp = defeated but not necessarily dead rule, but I'm not sure about this one.hong said:Since death is usually just a hindrance in D&D, I rule that if you get killed, you have the option of coming back at the end of the fight at -9 hp. It's like you were "knocked out" instead of dying. However, to keep the sting of death, you take a -2 penalty to everything including AC for a week. As a bonus, this also lets me get rid of widespread resurrection magic, which I've never liked.
The exception is if a TPK occurs, in which case it's all over. If nobody is around to revive you, you don't come back.
Well, from the players perspective, getting pinned to a wall with a sword at your throat when you're at negative hp sure beats being dead and therefore 5,000 gp and one level in the hole, doesn't it?jmucchiello said:I can see the potential for players complaining if this can be used against them.
Well, getting hit for one big strike by a charging horseman, or diamond nightmare blade, or any other (relatively) mundane attack is easy. It's still basically a physical attack, just with bigger numbers. Even implosion isn't so bad, because it's still physical damage even if it's not measured via hit points. Hence no conceptual difficulty.jasin said:I like the negative hp = defeated but not necessarily dead rule, but I'm not sure about this one.
I see the advantages, but I'm not sure I like how it seems storywise. Someone gets hit by implosion and fails the save, or falls into lava, or gets taken down to -100 hp by a charging horseman. What happens? They're actually only messed up but not completely scrunched/badly burned but not incinerated/severely wounded but not skewered?
... which is really not that different from falling into lava and being left at 1 hp, rather than -10, so I'm not sure why it doesn't seem quite right. Maybe I like it after all.
Or the possibilities of orbital divebomb barbarians (I mean 20d6 is a joke on higher levels)... or the fact that people in D&D survive Lightning Bolts, Disintegrates and worse - my suspension of disbelief has been changed enough.jasin said:... which is really not that different from falling into lava and being left at 1 hp, rather than -10, so I'm not sure why it doesn't seem quite right. Maybe I like it after all.