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Stealing Death Moves from Daggerheart for 5e
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<blockquote data-quote="Charlaquin" data-source="post: 9822115" data-attributes="member: 6779196"><p>I think those are great suggestions! Personally, I don’t want there to be a default way to recover from Avoiding Your Fate, because I want the prospect of recovery to require a conversion between the player and the DM. That said, either of these are suggestions I as DM would be happy to accept as ways to recover, assuming it felt thematically appropriate for the specific instance of Avoiding Fate.</p><p></p><p>Because part of the point of this subsystem is to fix the problem of death tending to feel cheap in D&D. The intent behind the Last Gasp is to make sure you always have the option to let the character make a final heroic sacrifice, but when you do take that option, it is truly <em>final.</em> The point of Avoid Fate is to let you buy time before having to let go of the character. If they go down but you aren’t ready to let go of them yet, you can give yourself that peace of mind and say no, this is not the end. But you can only do that so many times. If it keeps happening, you’ll eventually need to make your peace and either let them retire with their life, or accept that the next time they go down will be the last. The Put Your Life in Fate’s Hands option is there for if you want to stick to the default rules, including the option to be resurrected. But if you want to go that route, you have to accept the additional tension of not knowing if you succeed or failed right away. You have to sit in that uncertainty if you’re not willing to take a hard yes or no.</p><p></p><p>Isn’t that kinda how it already works?</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 9822115, member: 6779196"] I think those are great suggestions! Personally, I don’t want there to be a default way to recover from Avoiding Your Fate, because I want the prospect of recovery to require a conversion between the player and the DM. That said, either of these are suggestions I as DM would be happy to accept as ways to recover, assuming it felt thematically appropriate for the specific instance of Avoiding Fate. Because part of the point of this subsystem is to fix the problem of death tending to feel cheap in D&D. The intent behind the Last Gasp is to make sure you always have the option to let the character make a final heroic sacrifice, but when you do take that option, it is truly [I]final.[/I] The point of Avoid Fate is to let you buy time before having to let go of the character. If they go down but you aren’t ready to let go of them yet, you can give yourself that peace of mind and say no, this is not the end. But you can only do that so many times. If it keeps happening, you’ll eventually need to make your peace and either let them retire with their life, or accept that the next time they go down will be the last. The Put Your Life in Fate’s Hands option is there for if you want to stick to the default rules, including the option to be resurrected. But if you want to go that route, you have to accept the additional tension of not knowing if you succeed or failed right away. You have to sit in that uncertainty if you’re not willing to take a hard yes or no. Isn’t that kinda how it already works? [/QUOTE]
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Stealing Death Moves from Daggerheart for 5e
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