BryonD said:If you declare that the damage is always all lethal, then the regeneration part is solved.
Though Fast Healing is an issue. Maybe it also stops all previosuly existing fast healing effects for 1 min/level.
Melan said:Suffering adversity detracts from the fun of cultivating a character build, and is a deprotagonising element, so it it will be the first on the chopping block. Right after Vancian magic, I mean. Objectively speaking, more fun can be had if they go away.
Wulf Ratbane said:The real trick in design is to keep the risk real, while mitigating the actual possibility of campaign-halting character death.
Good movies and stories do it all the time. We're never in any real danger of losing our protagonist, so we watch not so much to see whether the hero will win, but how he will win, and what choices/risks/sacrifices he will have to make on the way.
Psion said:To be frank, that's not what I want out of a game.
To me, that's part of what sets a game apart from a show, gives me something that a typical TV show fails to deliver.
I recall an SF TV show where half the crew of the ship are caught inside a giant space monster, bemoaning how they are going to die. But I knew they wouldn't. It all came off so hollow.
This relates back to the topic at hand. If players know their PCs can die, there is a more palpable sense of dread. Creatures that have such abilities SHOULD inspire such a feel. I feel that stripping them of the capability to snuff out the life of a character robs creatures of some of the emotional content they bring to the game.
Who said: "Death makes life worth living."?Wulf Ratbane said:Oh, don't get me wrong. I'm all in favor of PC death.
I tend to agree. Yet I'm looking forward to what people have to offer as alternatives how to make low level spells like the good old lovable Sleep spell interesting again.I agree. In spades. I live for the palpable sense of dread.
But that's because no designer has found a reasonable alternative to save-or-die spells.
I'm certainly open to the possibility that save-or-die IS the best design, despite its weaknesses.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.