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[+] Questions for zero character death players and DMs…
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<blockquote data-quote="Tutara" data-source="post: 8708192" data-attributes="member: 7035460"><p>Death past the level you get revive dead spells in D&D is pretty pointless as a consequence, so no-death only really affects levels 1-5 unless the DM goes out of their way to disintegrate you or prevent a fairly routine restoration to life by a cleric.</p><p></p><p>As a contrast, Heart is a dungeon crawler where your character is expected to die and go mad. Your most powerful ability, gained only by completing your life's mission, either kills you or ends your existance as a playable character. It's 'harder' than D&D in the sense that you cannot win. You won't win. You just hope to die more gloriously than someone else.</p><p></p><p>However, your character only dies when you choose. A DM can suggest Critical Fallout (essentially a fatal repercussion of 'losing your hit points') but it needs the player to say 'yes, this is where I die'. That super powerful ability is earned when a player says 'I want to fulfill my destiny and it will kill me.' When you're dead, you're dead though. No resurrection spells.</p><p></p><p>Characters can die at any time, but only when it means something. You could decide that, yes, a random mutant killed you and that shows the miserable futility of being an adventurer. You could instead be maimed horribly but keep going, or maybe your friend throws themself in the way at the last minute and dies in your place leaving you with guilt, or maybe you're rattled but in the grand scheme of things you don't want to die like a chump at this stage - because you like this character and because RPGs aren't a competitive sport - so you take your licks and carry on. Mechanically there is a price, but it is only 'death' when it is agreed by all involved.</p><p></p><p>I like it because character death becomes important, and a choice, and something that adds to the story rather than crushing it due to a bad roll. A player who wants to die to a bad roll can do so - a player who does not, does not need to but will still lose something of importance. Either way, the story ends when the story makes sense to end, not when a monster rolls really well or you roll really poorly. So in D&D characters can suffer horrible fallout, but they only die when it makes sense for them to die.</p></blockquote><p></p>
[QUOTE="Tutara, post: 8708192, member: 7035460"] Death past the level you get revive dead spells in D&D is pretty pointless as a consequence, so no-death only really affects levels 1-5 unless the DM goes out of their way to disintegrate you or prevent a fairly routine restoration to life by a cleric. As a contrast, Heart is a dungeon crawler where your character is expected to die and go mad. Your most powerful ability, gained only by completing your life's mission, either kills you or ends your existance as a playable character. It's 'harder' than D&D in the sense that you cannot win. You won't win. You just hope to die more gloriously than someone else. However, your character only dies when you choose. A DM can suggest Critical Fallout (essentially a fatal repercussion of 'losing your hit points') but it needs the player to say 'yes, this is where I die'. That super powerful ability is earned when a player says 'I want to fulfill my destiny and it will kill me.' When you're dead, you're dead though. No resurrection spells. Characters can die at any time, but only when it means something. You could decide that, yes, a random mutant killed you and that shows the miserable futility of being an adventurer. You could instead be maimed horribly but keep going, or maybe your friend throws themself in the way at the last minute and dies in your place leaving you with guilt, or maybe you're rattled but in the grand scheme of things you don't want to die like a chump at this stage - because you like this character and because RPGs aren't a competitive sport - so you take your licks and carry on. Mechanically there is a price, but it is only 'death' when it is agreed by all involved. I like it because character death becomes important, and a choice, and something that adds to the story rather than crushing it due to a bad roll. A player who wants to die to a bad roll can do so - a player who does not, does not need to but will still lose something of importance. Either way, the story ends when the story makes sense to end, not when a monster rolls really well or you roll really poorly. So in D&D characters can suffer horrible fallout, but they only die when it makes sense for them to die. [/QUOTE]
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