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Piratecat ruined my D&D game
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<blockquote data-quote="Rothe" data-source="post: 3313156" data-attributes="member: 39813"><p>Yes there are ways. No don't give up.</p><p></p><p>To some extent the way depends on players in my expereince. If they are of the loot the fallen comrade variety, it's near impossible. If they work as a team of high adventurers that aid each other then yes. In fact, if they work as team stories develop about how they saved each others bacon. </p><p></p><p>I agree with you, as both player and DM, I let the dice fall where they may, and roll in the open as often as I can. Death does occur, but if you allow acces to rasing magic it is not so bad. I'm of the camp that being raised should not come without a price, but it is an escalating price IMC. The first one or two, small xp or such loss. At some point the powers that be won't want to let you go back without some major promises on your and your friends part. </p><p></p><p>Part of it is also balancing encounters and providing a safety valve. I use something I call Luck Points but I think the same idea is called Action Points in other games. I use them as bascially a roll over/try again chance. PCs get them, fey get alot of them, and the BBEG (when I use them) might have some too. Hey that's how they can "get away" by using the same mechanic available to players.</p><p></p><p>Another "trick" is multiple PCs per player, typically 2. At low level, when it may be hard to recover or bring back a body for raising, it's not such a loss. But it builds great character stories about how the PC was slain but his best friend carried on to avenge him and achieve greatness. Odds are at least one character will survive over most of the adventures.</p><p></p><p>Another "trick" is I don't have instant death unless your crushed, head cut off, disintegrated etc. If your friends are close they get 1 chance to bring you back by pouring potiions down your throat etc. You only get 1 round to do this in so no half measures, i.e., pour in 1 and see if it works. This can make for some tense and thrilling moments. </p><p></p><p>For example, in one session the mage (level 1-2 IIRC) took 4 crossbow bolts to the chest, a fairly lucky shot. I actually misread the dice and said 3, but the player actually corrected me and said I think it's 4. Needless to say she was down. The cleric luckily was nearby, he dropped his weapon and "ran" 10 feet to her side. He got one healing potion out automatically and made a Dex check to get out a second, pulled the stoppers with his teeth and poured them both in. Although then past 1 round, she was up in the low negatives (still dieing but not quite dead) next he cast a heal to bring her to 1 HP. In the interim the fighters stepped into the crossbow weilding goblins LOS to block further fire on their friends. Next round she's up and getting off a spell. I think that counts as a character "death" but quick thinking (and using all their potions) and teamwork saved the character and the day. </p><p></p><p>Thus, Players can also contribute by how they play, at least from what I've seen. Players dividing magic by who is most effective with it versus whose turn it is to get a goody often do much better. They also seem to not hesitate to aid a fallen comrade or try to bring back their body. This can lead to PCs lasting and building interwoven stories of the characters as they each help and get involved in the lives of their comrades.</p></blockquote><p></p>
[QUOTE="Rothe, post: 3313156, member: 39813"] Yes there are ways. No don't give up. To some extent the way depends on players in my expereince. If they are of the loot the fallen comrade variety, it's near impossible. If they work as a team of high adventurers that aid each other then yes. In fact, if they work as team stories develop about how they saved each others bacon. I agree with you, as both player and DM, I let the dice fall where they may, and roll in the open as often as I can. Death does occur, but if you allow acces to rasing magic it is not so bad. I'm of the camp that being raised should not come without a price, but it is an escalating price IMC. The first one or two, small xp or such loss. At some point the powers that be won't want to let you go back without some major promises on your and your friends part. Part of it is also balancing encounters and providing a safety valve. I use something I call Luck Points but I think the same idea is called Action Points in other games. I use them as bascially a roll over/try again chance. PCs get them, fey get alot of them, and the BBEG (when I use them) might have some too. Hey that's how they can "get away" by using the same mechanic available to players. Another "trick" is multiple PCs per player, typically 2. At low level, when it may be hard to recover or bring back a body for raising, it's not such a loss. But it builds great character stories about how the PC was slain but his best friend carried on to avenge him and achieve greatness. Odds are at least one character will survive over most of the adventures. Another "trick" is I don't have instant death unless your crushed, head cut off, disintegrated etc. If your friends are close they get 1 chance to bring you back by pouring potiions down your throat etc. You only get 1 round to do this in so no half measures, i.e., pour in 1 and see if it works. This can make for some tense and thrilling moments. For example, in one session the mage (level 1-2 IIRC) took 4 crossbow bolts to the chest, a fairly lucky shot. I actually misread the dice and said 3, but the player actually corrected me and said I think it's 4. Needless to say she was down. The cleric luckily was nearby, he dropped his weapon and "ran" 10 feet to her side. He got one healing potion out automatically and made a Dex check to get out a second, pulled the stoppers with his teeth and poured them both in. Although then past 1 round, she was up in the low negatives (still dieing but not quite dead) next he cast a heal to bring her to 1 HP. In the interim the fighters stepped into the crossbow weilding goblins LOS to block further fire on their friends. Next round she's up and getting off a spell. I think that counts as a character "death" but quick thinking (and using all their potions) and teamwork saved the character and the day. Thus, Players can also contribute by how they play, at least from what I've seen. Players dividing magic by who is most effective with it versus whose turn it is to get a goody often do much better. They also seem to not hesitate to aid a fallen comrade or try to bring back their body. This can lead to PCs lasting and building interwoven stories of the characters as they each help and get involved in the lives of their comrades. [/QUOTE]
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