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General Tabletop Discussion
*Pathfinder & Starfinder
Raise Dead: A nice big bone to the simulationists
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<blockquote data-quote="robertliguori" data-source="post: 4114458" data-attributes="member: 47776"><p>Let's wait until we see the rules for destiny. If we see nonsense similar to the nonsense from Saga, then we can toss this into the continuing pile of DOA D&D rules across editions.</p><p></p><p>(Or, optionally, have religious ceremonies in which people ritually pledge to serve their god for some number of years and therefore have Unfinished Business if they die before their time.)</p><p></p><p>If destiny is simply something the DM assigns to characters arbitrarily ("Yeah, sorry, Bob, you have a destiny of Destruction, so you get a -2 to your attack rolls for 24 hours for resolving that border skirmish peacefully.") then this is beyond stupid.</p><p></p><p>Of course, even if you can't assign yourself a destiny, you can arrange to make it impossible to fulfill, and keep it eternally. That would be interesting; a villain who swears an oath to dark powers to obliterate a family line, is granted the power of undeath until he succeeds, then turns around and says "Fooled you!" and protects the family line while working on his real agenda (and fighting off agents of the dark power).</p><p></p><p>Rules should be written with the assumption that people will try to break them. If you trust people not to break the rules, then keep them vague and simply describe outcomes. If you don't trust people, then the rules should either resist breakage, or break into awesome non-game-destroying pieces (like characters giving middle fingers to fate).</p></blockquote><p></p>
[QUOTE="robertliguori, post: 4114458, member: 47776"] Let's wait until we see the rules for destiny. If we see nonsense similar to the nonsense from Saga, then we can toss this into the continuing pile of DOA D&D rules across editions. (Or, optionally, have religious ceremonies in which people ritually pledge to serve their god for some number of years and therefore have Unfinished Business if they die before their time.) If destiny is simply something the DM assigns to characters arbitrarily ("Yeah, sorry, Bob, you have a destiny of Destruction, so you get a -2 to your attack rolls for 24 hours for resolving that border skirmish peacefully.") then this is beyond stupid. Of course, even if you can't assign yourself a destiny, you can arrange to make it impossible to fulfill, and keep it eternally. That would be interesting; a villain who swears an oath to dark powers to obliterate a family line, is granted the power of undeath until he succeeds, then turns around and says "Fooled you!" and protects the family line while working on his real agenda (and fighting off agents of the dark power). Rules should be written with the assumption that people will try to break them. If you trust people not to break the rules, then keep them vague and simply describe outcomes. If you don't trust people, then the rules should either resist breakage, or break into awesome non-game-destroying pieces (like characters giving middle fingers to fate). [/QUOTE]
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Raise Dead: A nice big bone to the simulationists
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