molonel said:Party death is certainly part of the story. I've been through my fair share of TPKs. But when either party death or resurrection are too common, it has the potential to ruin the story or feel that the DM/GM is trying to create or nurture.
Death really isn't part of continuity, though. Part of the story? Part of the risk? Absolutely. Part of the spectrum that allows the story to continue? Not unless you use Ghostwalk.
The flip side of that coin was, "Gosh, Bob was a great character. Good backstory, excellent roleplaying. Too bad that orc accidentally critted him with the axe. Oh well. Sucks to be him. And oh look! It's Bob 2!"
A revolving door of characters can start to feel like a medieval Paranoia game.
(I like Paranoia, by the way. Just not in my D&D.)
We'll see. I'll be interested in see how you handle it in your online game.
Delta said:Hmmm. Molonel, could you highlight the mortal from classic myth or legend who was successfully raised in that list? I seem to have missed it....
Delta said:Also, anyone who's ever been raised more than once would be a big help. Thanks.
carmachu said:It can be. I've had characters saving others and dying, and it has a sense of coninuity to it. YOu know "bob saved me from X, in our quest for Y, It makes us more determined to do Y"
carmachu said:In that case, He's hovering at deaths door at -9. I'm not willing to let rolls determine the game character. To lose a character over a bunch of dice improbabilities is silly, just as it would to raise him for it. Now for their own stupidity.....characters are on their own.
After 28 years of D&D, I figured out that D&D wasn't meant to emulate myth, legend or fantasy literature.Delta said:Thank you for telling me what I want. After 30 years of playing D&D, I always find that helpful and not at all insulting.
Quasqueton said:I find the concept of unlimited readily available replacement PCs to be more mentally bothersome than unlimited readily available revivication magic.
Lemme reverse your argumentUmbran said:Oh? Let me draw on a real-world analogy for a moment. It'll fail at many points, but demonstrate a general concept - there are six billion people on our planet. Only a few of them are qualified emergency medicine specialists that can do the closest thing we have to bringing folks back from the dead.
What's more likely - finding someone and becoming their friend, or having that truama specialist handy when you get shot?
The PCs in my game are running into other people and other storylines constantly. They meet NPCs all the time, help deal with (or become one of) their problems, and then move on. The only difference with a new PC is that they stick around for longer. New PCs in my game never just show up and ask to join without motivation. I weave them into the storyline, just like I do all the NPCs.
molonel said:Death really isn't part of continuity, though. Part of the story? Part of the risk? Absolutely. Part of the spectrum that allows the story to continue? Not unless you use Ghostwalk.
Delta said:Hmmm. Molonel, could you highlight the mortal from classic myth or legend who was successfully raised in that list? I seem to have missed it....
Also, anyone who's ever been raised more than once would be a big help. Thanks.
MoogleEmpMog said:I'm generally more concerned with NPC death than PC death.
In a world where resurrection is a matter of price, it's impossible to assassinate a king unless you have conspirators standing by to immediately jump in and take his place - and even then, the conspiracy darn well better have the support of the military or the populace, or preferrably both, because everyone *knows* they could just get the king back if they cared to. Or, you have 'weapons that can kill so you can't be raised,' which then brings the whole problem full circle - if you use those weapons against PCs, they can't be raised either.
Losing a loved one (except to age) basically means an expenditure of gold to a mid- to high-level PC. Rather than coming home from adventure to finding his wife and children murdered and swearing vengeance on the foe who did the foul deed, he comes home, finds them dead, and slips the party cleric a few thousand gp to bring them back. Then he asks them who killed them and puts revenge on his to-do list - for what it's worth, since any halfway competent villain will also be able to come back from the dead at this level.
It's actually *worse* than the superhero cliche that no one stays dead, because people in the setting know what's required to cause it. It's not a genre convention, it's a financial expenditure.
Personally, I prefer to either run grinding, old school dungeon crawls where the death of a dozen PCs is not out of the question, or to take PC death out of the hands of the game mechanics. I no more need the possibility of PC death to be challenged by the 'game' side of D&D than I need a threat to the life and limb of the boot to be challenged by a game of Monopoly.