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Should D&D Have an Alternate Death Mechanic?
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<blockquote data-quote="maddman75" data-source="post: 3621136" data-attributes="member: 2673"><p>Again, you are still making the assumption that no permanent death == low risk. You can not kill player characters and still have a high risk game.</p><p></p><p>In my current D&D game I'm running Forge of Fury (minor spoilers). I changed the hook so that Blasingdell was a quiet little village with a lot of friendly characters that the party instantly took a liking too. They also discovered that they have been sacrificing one villager a month to Ulfe and his orcs. The group decided to put a stop to this and assaulted his lair.</p><p></p><p>Now, I'm not going to go killing PCs. Not because I'm a soft-hearted namby-pamby wimp, but because I find it uninteresting. That means that the whole flow of the game is disrupted, one player sitting out most of a session while he generates a new character and then I have to find some artificial way to introduce him into the group midgame, or have him sit out even more. I don't find that acceptable.</p><p></p><p>But it doesn't mean there's no risk to them assaulting the dungeon. For one, now that they've fought back, Ulfe will assume they came from the village and send his orcs to punish them. The villagers told them the last time they fought back the orcs burned half the village down and murdered several children as punishment, and they have every reason to believe they'll do so again. And if a PC is defeated but not grabbed by his friends, I can have the orcs capture him, and his friends will have to come get him. There was one scene where a couple of characters nearly fell into a deep chasm with a river at the bottom. By the rules they should be dead if they did fall, but I'd find it more interesting to have them captured by the dragon who lairs below, or some other foul creature. Or have something else interesting happen.</p><p></p><p>I'm still kicking rules ideas around. I'm thinking of some kind of hero points or something.</p><p></p><p>At higher level, I've thought that the whole 'revolving door of death' deal could be fixed by changing flavor text. Simply rule that when someone goes below -10, they are mortally wounded. They are unconscious, or might (well after battle and some rest) be considered Disabled, but they are certainly not going to adventure. This would would take months of natural healing to fix, and curative and even Heal spells cannot help the character. They would need Cure Mortal Wound or Heal Mortal Wound (raise dead and resurrection, renamed). From the ordeal the character still loses a level. Only a True Resurrection can bring a person back from the dead.</p><p></p><p>This also opens up the possibility of the Boromir Rule. A Mortally Wounded character can make a heroic last stand, able to act normally as if they were at full HP. This lasts until they run out of hp again, or there are no more enemies to fight. At this point, they collapse and die.</p></blockquote><p></p>
[QUOTE="maddman75, post: 3621136, member: 2673"] Again, you are still making the assumption that no permanent death == low risk. You can not kill player characters and still have a high risk game. In my current D&D game I'm running Forge of Fury (minor spoilers). I changed the hook so that Blasingdell was a quiet little village with a lot of friendly characters that the party instantly took a liking too. They also discovered that they have been sacrificing one villager a month to Ulfe and his orcs. The group decided to put a stop to this and assaulted his lair. Now, I'm not going to go killing PCs. Not because I'm a soft-hearted namby-pamby wimp, but because I find it uninteresting. That means that the whole flow of the game is disrupted, one player sitting out most of a session while he generates a new character and then I have to find some artificial way to introduce him into the group midgame, or have him sit out even more. I don't find that acceptable. But it doesn't mean there's no risk to them assaulting the dungeon. For one, now that they've fought back, Ulfe will assume they came from the village and send his orcs to punish them. The villagers told them the last time they fought back the orcs burned half the village down and murdered several children as punishment, and they have every reason to believe they'll do so again. And if a PC is defeated but not grabbed by his friends, I can have the orcs capture him, and his friends will have to come get him. There was one scene where a couple of characters nearly fell into a deep chasm with a river at the bottom. By the rules they should be dead if they did fall, but I'd find it more interesting to have them captured by the dragon who lairs below, or some other foul creature. Or have something else interesting happen. I'm still kicking rules ideas around. I'm thinking of some kind of hero points or something. At higher level, I've thought that the whole 'revolving door of death' deal could be fixed by changing flavor text. Simply rule that when someone goes below -10, they are mortally wounded. They are unconscious, or might (well after battle and some rest) be considered Disabled, but they are certainly not going to adventure. This would would take months of natural healing to fix, and curative and even Heal spells cannot help the character. They would need Cure Mortal Wound or Heal Mortal Wound (raise dead and resurrection, renamed). From the ordeal the character still loses a level. Only a True Resurrection can bring a person back from the dead. This also opens up the possibility of the Boromir Rule. A Mortally Wounded character can make a heroic last stand, able to act normally as if they were at full HP. This lasts until they run out of hp again, or there are no more enemies to fight. At this point, they collapse and die. [/QUOTE]
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