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Roleplaying based penalties for Death. [Now with Examples!]
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<blockquote data-quote="Mistah J" data-source="post: 4857562" data-attributes="member: 29527"><p>After thinking about it for a while, I've decided that I still want to give this a try. Here are some examples of "forced behaviour" that I have come up with. Please let me know what you think.</p><p></p><p>1. From now on, the character can only eat a maximum of 2 meals per day. They must donate their 3rd to someone in need or otherwise less fortunate than themselves. If they are in a situation in which there are no candidates available (i.e. a long dungeon crawl), they incur a "debt" of 1 meal/day that must be repaid as soon as they are able. Any meals offered beyond a 3rd must be refused or avoided but need not be donated.</p><p></p><p>The character cannot build a "credit" by giving more than a meal in one day.</p><p></p><p>2. Whenever the character is involved in chores, duties, or other projects, they must do the work of two people. For example, if the party must each carry 50lbs, the character must carry 100lbs. If they camp for the night, the character must take two sentry watches. If the work of two people is beyond the physical capabilities of the character, they must work to their maximum instead.</p><p></p><p>The character cannot opt out of these chores and must volunteer their own services if the opportunity arises.</p><p></p><p>3. The character must be the last to be healed within their line of sight. They must refuse medical attention/magical healing until all other injured persons are cared for first. They must also ensure that they are the most injured person within their party (though they need not deliberately injure themselves or get in harm's way to do so). The character can break this rule only if the alternative would result in their death (i.e. they are unconscious or dying) and if healing is forced upon them, they do no have to make a Will save to reduce the amount in half.</p><p></p><p></p><p>So that's what I came up with so far. Currently, I'm trying to flesh out the language used so as not to create confusion or "grey" areas so please let me know if you see any such problems. I am blessed with a mature gaming group that will happily follow the intent of these ideas so it's about clarification rather than abuse control.</p><p></p><p>Also, if this gives you an idea for more of these "pseudo-geas" by all means, show them here - I need a few more so your ideas are appreciated. I'm trying to stay away from concepts like "never lie" or "always accept the enemy surrender" because I feel a) they are a little overdone anyway, and b) they're kind of boring.</p><p></p><p>Thanks for your time!</p></blockquote><p></p>
[QUOTE="Mistah J, post: 4857562, member: 29527"] After thinking about it for a while, I've decided that I still want to give this a try. Here are some examples of "forced behaviour" that I have come up with. Please let me know what you think. 1. From now on, the character can only eat a maximum of 2 meals per day. They must donate their 3rd to someone in need or otherwise less fortunate than themselves. If they are in a situation in which there are no candidates available (i.e. a long dungeon crawl), they incur a "debt" of 1 meal/day that must be repaid as soon as they are able. Any meals offered beyond a 3rd must be refused or avoided but need not be donated. The character cannot build a "credit" by giving more than a meal in one day. 2. Whenever the character is involved in chores, duties, or other projects, they must do the work of two people. For example, if the party must each carry 50lbs, the character must carry 100lbs. If they camp for the night, the character must take two sentry watches. If the work of two people is beyond the physical capabilities of the character, they must work to their maximum instead. The character cannot opt out of these chores and must volunteer their own services if the opportunity arises. 3. The character must be the last to be healed within their line of sight. They must refuse medical attention/magical healing until all other injured persons are cared for first. They must also ensure that they are the most injured person within their party (though they need not deliberately injure themselves or get in harm's way to do so). The character can break this rule only if the alternative would result in their death (i.e. they are unconscious or dying) and if healing is forced upon them, they do no have to make a Will save to reduce the amount in half. So that's what I came up with so far. Currently, I'm trying to flesh out the language used so as not to create confusion or "grey" areas so please let me know if you see any such problems. I am blessed with a mature gaming group that will happily follow the intent of these ideas so it's about clarification rather than abuse control. Also, if this gives you an idea for more of these "pseudo-geas" by all means, show them here - I need a few more so your ideas are appreciated. I'm trying to stay away from concepts like "never lie" or "always accept the enemy surrender" because I feel a) they are a little overdone anyway, and b) they're kind of boring. Thanks for your time! [/QUOTE]
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