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T O P I C    R E V I E W
Skeptic Posted - 06 Nov 2006 : 21:58:06

Some games make "meaningless death" rare, D&D is not one of them. If we want to deal with the availibity of Resurrection effects, we have to include them.

I have no problem to say that many don't want to return, and I do think that a good usage of Resurrection magic can be included in a good story.

My main problem with those effects come from the numerous "meaningless death" that can occur in a typical D&D games (Adventurers going into "dungeon"). Lethal traps, save-or-die spells, etc. can cause many surprise death that add nothing story-wise.

The question I'm asking to myself (and to you of course) is how those deaths should be treated in FR; for example the figther bashing a door protected by a "Slay living" trap that the rogue failed to notice during a tomb exploration.

17   L A T E S T    R E P L I E S    (Newest First)
Mkhaiwati Posted - 11 Nov 2006 : 20:53:39
quote:

Actually, it was d20 Modern introduced action points.


Well... for D&D maybe. Rolemaster had them before that.... for non-D20 stuff. They are called Fate Points and were in Rolemaster Companion VII in 1993.

If I recall, the major difference occurs in that it allows a re-roll of the dice, instead of just adding to an existing die roll.

Remember, Monte Cook worked with ICE before WoTC.

Edit: actually, Monte J. Cook was the Editor and Series Editor for that supplement. They also allowed a variety of stuff, and a NPC (or PC) could block another from using one by blowing one of his/her own.
Aquanova Posted - 11 Nov 2006 : 18:37:18
quote:
Originally posted by Skeptic

quote:
Originally posted by Kalin Agrivar

quote:
Originally posted by Victor_ograygor

One way to reduce "meaningless death" Play with action points



which originates from the Eberron campaign game



In fact, they were first published in Unearthed Arcana (available in the SRD).


Actually, it was d20 Modern introduced action points.
tauster Posted - 09 Nov 2006 : 08:38:24
quote:
Originally posted by WalkerNinja

I fixed meaningless death via institution of a house rule.

I started by eliminating "God Call." I don't know if any of you all used that, its fairly common among groups down here. Basically if you're about to die, your soul reaches out to its patron deity for recognition and aid. A percentile die is rolled. A result between 01-05 (+1% per 2 character levels) would result in an "answered prayer" (usually all hitpoints restored).

Second, resurrection/raise dead is reserved strictly for those with important unfinished business (if you died raiding a tomb for some loot, good luck getting raised).

Lastly, I invented a house rule called Heroic Death (inspired by Azoun IV). If a blow would take you into negative hitpoints, you may choose right then and there to die, but finish the job. Basically, you stay alive for just ONE more round. You get two Move Equivilant Actions, and Two Full Round Actions, and all of your rolls are at +20, no save vs. spells that you cast. The downside is, you CANNOT be returned to life, and you WILL die at the end of your free round. But hey, you died heroically after all... Usually heroic death is reserved for characters level 10 and above.



I absolutely LOVE the Heroic Death!
One question, though: do you allow NPC´s to die in that way? Azoun was essentially an NPC, and the DM/writer ruled/decided that he would die that way.
On the one hand, above 10th level (I agree with HD being accessible only above 10th level!) it might be quite unbalancing. But on the other hand, the effect would be soooo good and can really add to the atmosphere/mood of the game (if potrayed correctly).

The only hard thing is for the DM to decide which NPC would chose a HD and who would hold on to life until the very last second. BBEG´s are an obvious choise, as are very fanatic NPC´s. Clerics and paladins are more likely to die in the service of their deity. But not everyone of them should do that, or the players will see them as "bombs" that go eff everytime one og them dies. The effect should be rarely used, imo.

"God Recall" isn´t bad either, but I would rule that the character who is saved in that way has a "debth", which WILL be repayed sooner or later. Lots of adventure hooks there...

Kaladorm Posted - 07 Nov 2006 : 18:35:48
As far as I can see adventurers should be powerful enough to cope with whatever traps befall them etc. Now I don't mean to say they should go in without a challenge, but generally by the time they are encountering Save or Die traps, they should have access to some scrolls/amulets/spellcasters able to protect them from death. If you're heading into a secret cult of Talona, you know to stock up on anti poison/disease stuff and so on.

I believe Ed has said in his thread somewhere (Kuje!!) that new adventurers are lucky to make it past a month of adventuring, so your PCs dying is not too uncommon from a realmsian point of view (however from a game point of view it's not a lot of fun).

What I can suggest is that occasionally these deaths will happen, and a raise or resurrection spell is fine. In our game we don't use the standard spell pricing as given in the SRD - Equipment section (under services) as it makes resurrection spells laughably cheap for something that is really such a big deal. We instead use a higher cost per cast.

Victor_ograygor Posted - 07 Nov 2006 : 10:48:18
quote:
Originally posted by WalkerNinja

Second, resurrection/raise dead is reserved strictly for those with important unfinished business (if you died raiding a tomb for some loot, good luck getting raised).



I completely agree with you WalkerNinja

If you dont play with Action Points, I think there is a part called luck of herros(Feat) and Luck domain has a rerole opportunity.

What about raise dead Sian?
Sian Posted - 07 Nov 2006 : 07:31:17
i use some of the rules (slightly modified though) from dungeon #342 ... in my FR world only Kelimvor can resurrect people (true resurrection with a feat) ... and clerics with Healing domain can take the same feat to resurrect them (though not true resurrection

Revivify though is a spell that anyone can do
KnightErrantJR Posted - 07 Nov 2006 : 03:30:52
This is why I like Revivification. If you cast this on a character that has "died" within one round, so long as they can be raised, you can bring them back. Its not quite like "bringing them back" so much as "saving them at the last second."
WalkerNinja Posted - 07 Nov 2006 : 03:29:25
I fixed meaningless death via institution of a house rule.

I started by eliminating "God Call." I don't know if any of you all used that, its fairly common among groups down here. Basically if you're about to die, your soul reaches out to its patron deity for recognition and aid. A percentile die is rolled. A result between 01-05 (+1% per 2 character levels) would result in an "answered prayer" (usually all hitpoints restored).

Second, resurrection/raise dead is reserved strictly for those with important unfinished business (if you died raiding a tomb for some loot, good luck getting raised).

Lastly, I invented a house rule called Heroic Death (inspired by Azoun IV). If a blow would take you into negative hitpoints, you may choose right then and there to die, but finish the job. Basically, you stay alive for just ONE more round. You get two Move Equivilant Actions, and Two Full Round Actions, and all of your rolls are at +20, no save vs. spells that you cast. The downside is, you CANNOT be returned to life, and you WILL die at the end of your free round. But hey, you died heroically after all... Usually heroic death is reserved for characters level 10 and above.
Faraer Posted - 07 Nov 2006 : 02:05:36
Happy to oblige.

My advice is the obvious answer: fudge the rolls.
Skeptic Posted - 07 Nov 2006 : 01:44:55
quote:
Originally posted by Faraer

Who says it's meaningless? That kind of sudden death is one of the perils of adventuring, especially when they're careless. If you don't want to tell stories of adventurers pitting their wits against traps -- built by particular people to guard particular things -- they shouldn't go in dungeons, or you shouldn't place traps there.



Hehe, I waited for such an answer

Well it's a problem of "good story" vs verisimilitude, a wizard's tower, a king's vault in a high magic world like FR must have many perilous traps.

One death caused by such perils can be good for the story, two in a row with the same character, caused by many bad rolls = bad story + frustrated player.

The problem discussed here arises when all those deaths are dealt with Resurrection magic; those "should be rare" effects begin to feel like mundane cure spells. Like I said, I want to have them, but mainly when dealing with a meaningful death.
Faraer Posted - 07 Nov 2006 : 01:29:42
Who says it's meaningless? That kind of sudden death is one of the perils of adventuring, especially when they're careless. If you don't want to tell stories of adventurers pitting their wits against traps -- built by particular people to guard particular things -- they shouldn't go in dungeons, or you shouldn't place traps there.
Kalin Agrivar Posted - 07 Nov 2006 : 01:14:58
quote:
Originally posted by Skeptic
In fact, they were first published in Unearthed Arcana (available in the SRD).



really? I haven't compared the two sources
Skeptic Posted - 07 Nov 2006 : 01:01:23
quote:
Originally posted by Kalin Agrivar

quote:
Originally posted by Victor_ograygor

One way to reduce "meaningless death" Play with action points



which originates from the Eberron campaign game



In fact, they were first published in Unearthed Arcana (available in the SRD).
Kalin Agrivar Posted - 07 Nov 2006 : 00:57:25
quote:
Originally posted by Victor_ograygor

One way to reduce "meaningless death" Play with action points



which originates from the Eberron campaign game
Skeptic Posted - 06 Nov 2006 : 23:15:19
I should have included that in the OP :

I will soon test some house rules in a new one-player FR D&D campaign and I'll include Action points and the Revivify (SC) spell to reduce them.
Victor_ograygor Posted - 06 Nov 2006 : 22:15:58
One way to reduce "meaningless death" Play with action points

Action Points
http://www.d20srd.org/srd/variant/adventuring/actionPoints.htm

In our game raise dead and resurrection is uncommen, people dont talk about that.
Kentinal Posted - 06 Nov 2006 : 22:08:47
Well Ed has in general treated a public death as final, a private death as reversable. Not that a public death can not be reversed just it is culturally considered unacceptible and many cultures appear to give all (or most property to heirs leaving the raised person very poor and without family as well).

As for the tomb raiding, getting first aid quick would fall under a private death. This of course infers that a healer is available or can be reached discretly

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