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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="Lanefan" data-source="post: 9701433" data-attributes="member: 29398"><p>This treads close to suggesting that either a) narrative games never have players who try to game the system or b) that only good players play narrative games.</p><p></p><p>Hard to see how that comes across very well.</p><p></p><p>The other key thing with the 1e system was that even if you managed to recover those lost Con points somehow, there was an over-riding hard-line rule saying you could not be revived by any means more times than your original Con score, period.</p><p></p><p>We have the Con loss but also tacked on a homebrew death-effects table. Some of the effects are beneficial (e.g. you come back with knowledge of a language or proficiency you didn't have before), some are neutral (e.g. on revival your hair turns pure white), and some are harmful or dangerous (e.g. if you ever approach within a mile of where you just died you will immediately die again). There's also a good chance you don't come back with any death effects.</p><p></p><p>The intent wasn't to model or even abstract any sort of trauma, but more to reflect the idea that things might have happened to your spirit (or, maybe, your body) while it was wandering around not attached to anything.</p><p></p><p>Though I suppose, if one uses such mechanics, past trauma might affect things like morale rolls. Example: as a death effect, for the next [x-period of time] after revival from this death you have disadvantage on any morale rolls when interacting with creatures similar to that which just killed you.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9701433, member: 29398"] This treads close to suggesting that either a) narrative games never have players who try to game the system or b) that only good players play narrative games. Hard to see how that comes across very well. The other key thing with the 1e system was that even if you managed to recover those lost Con points somehow, there was an over-riding hard-line rule saying you could not be revived by any means more times than your original Con score, period. We have the Con loss but also tacked on a homebrew death-effects table. Some of the effects are beneficial (e.g. you come back with knowledge of a language or proficiency you didn't have before), some are neutral (e.g. on revival your hair turns pure white), and some are harmful or dangerous (e.g. if you ever approach within a mile of where you just died you will immediately die again). There's also a good chance you don't come back with any death effects. The intent wasn't to model or even abstract any sort of trauma, but more to reflect the idea that things might have happened to your spirit (or, maybe, your body) while it was wandering around not attached to anything. Though I suppose, if one uses such mechanics, past trauma might affect things like morale rolls. Example: as a death effect, for the next [x-period of time] after revival from this death you have disadvantage on any morale rolls when interacting with creatures similar to that which just killed you. [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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