GMMichael
Guide of Modos
Well, if one is playing a game with slow-mo, tactical combat, there are two ways to address this:If you truly want to preserve dying as a key mechanic, you need to ask yourself how long combat takes.
If it's like 5e or other similar games, combat can take a long time. To get killed an hour in and have to do that combat again might not be very fun.
- A character's death means a time-out from combat, while the character "returns" from a site of grace.
- PCs need to learn to run away, just as in Elden Ring, and collect/reunite with lost comrades.
How much fun that is to do that combat again depends on how the players feel about reclaiming XP and about that particular foe.
I'm thinking multiplayer, per DRPG norm. Elden Ring has cooperative play. And PvP...And how many players would there be? Solo it would be fine, but if you die early in a fight but your party keeps going, how would the game handle it?