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DragonKnightsFX
 
PostPosted: Sun, Mar 13 2011, 21:30 PM 

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Today, I was just happily going around with a party as my new cleric!
Party members were occasionally dying as you'd expect and then another party member, lets say somebody who's roleplaying a peasant or deadly dark knight would casually come along and whip out a raise dead scroll, then said person would get up and run back into the frey.

But then I thought.. how and why does everybody in the 'world' have them? It's like death doesn't have any consequences. Shouldn't clerics be the only one's that can raise dead?


 
      
corypx
 
PostPosted: Sun, Mar 13 2011, 21:48 PM 

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its to make it more fun, because lets face it people die, even more so when they are new to the server and waiting around for someone who can raise you could take who knows how long, and having 6 on the server dead maybe for hours taking up slots would be kind of lame as well.(I was testing the water breathing stuff for shifter I spent alot of hours dead)

its also a high magic world, epic casters should be rare but they get the same EXP rate as anyone else stabing the same monsters, so yeah potions and scrolls are sold by all kinds of shops.

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serbiris
 
PostPosted: Mon, Mar 14 2011, 0:05 AM 

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What Cory said, yeah. Death is cheap in the setting--in D&D games, especially Forgotten Realms, you can get raised from the dead just by dragging your fallen to your local backwater town's temple. Well, it costs money, but it's a pittance to the average adventurer salary.

Death still has consequences, just less final ones. It always bugs the crap out of me, because I know if I died I likely screwed up, and it takes a chunk of time out fixing things and then figuring what went wrong/how to fix that. I hear a lot of people don't care and just get back to the fighting, and there is a fair crowd of people who want death to mean more. I suppose I'm not entirely happy with it just being a minor inconvenience, but I tend to die a lot so it's just a quirk of the setting and the nature of the game, which I have to get used to.

That, and there are hundreds of deities and religions, just about all of whom have clerics, all over the entire setting, so they're bound to get busy scribing scrolls... probably for lack of anything better to do. Maybe it's a method of advertisement... yeah, I think I'm going to pretend every raise dead scroll has the name of the god who provided the divine magic on the back, like a brand name.

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DragonKnightsFX
 
PostPosted: Mon, Mar 14 2011, 0:17 AM 

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This is exactly what I mean, I think at the moment there just a bit.. too easy to get?
They're cheap which is why there's so many of them, I think it'd be an improvement if something was to happen to them. Anything that would affect the price, the availability or maybe the use?
I'm not really sure what to suggest, but it's weird seeing people just go around chucking out raise dead scrolls left right and center.


 
      
serbiris
 
PostPosted: Mon, Mar 14 2011, 0:34 AM 

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It's not weird seeing people charging off into dens of deadly horrible monsters at the very real risk of getting slaughtered, on a daily basis?

It's a pretty inseparable part of the setting. A few people seem to like the idea of throttling raise access but this won't really solve anything. Bad stuff happens to crazy adventurers, though if you take away the crazy adventuring it kind of becomes a different game altogether. Not really worth it. What you can do is try to encourage people, through IC example, to take death a little more seriously. How you'd do that is up to you, but you could make something out of that.

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Nivo
 
PostPosted: Mon, Mar 14 2011, 0:46 AM 

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serbiris wrote:
What you can do is try to encourage people, through IC example, to take death a little more seriously. How you'd do that is up to you, but you could make something out of that.


Throw mechanics out for a moment. Sure, every-time your character reads a scroll, it works. However, a proper, and lore correct attitude to foster is, quite simply, that a Raise Dead/Resurrection spell is not guaranteed to work. That you may go out and adventure, get killed, and never get brought back. That all your comrades could die, and never raise you. That you may just rot. That those your character cares about may not return either, should they die.

In a setting where some folks return from the dead, and some do not, this is most reasonable. Its how my character approaches death and resurrection magic.

As for this entire topic, however? It is one of those brought up every few months. I'm sure there is discussion going on behind the proverbial screens and this will end up locked.

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Uberuce
 
PostPosted: Mon, Mar 14 2011, 9:56 AM 

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For me it's a matter of diminishing returns. The first time you spend an hour tracking down a Cleric, bribing/persuading them to come and raise your buddy, it's great RP and fun is had by all.

The second time, not so much, especially if it was an OOC issue like lag that downed him or her.

After five or six years...



NWN settles the matter by making dead bodies immobile; I imagine there's scripty solutions so that you can, as in FR canon, take him or her to the temple, but given the portal system would make that so straightforward, it's kinda pointless compared to having scrolls off the palatte.


 
      
Dwagin
 
PostPosted: Mon, Mar 14 2011, 11:57 AM 

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DragonKnightsFX wrote:
Today, I was just happily going around with a party as my new cleric!
Party members were occasionally dying as you'd expect and then another party member, lets say somebody who's roleplaying a peasant or deadly dark knight would casually come along and whip out a raise dead scroll, then said person would get up and run back into the frey.

But then I thought.. how and why does everybody in the 'world' have them? It's like death doesn't have any consequences. Shouldn't clerics be the only one's that can raise dead?



There's a couple things here I'd like to ask.

1. Why was your character engaging in an activity which obviously could have directly led to their untimely demise?

2. Is your concern other peoples roleplay not syncing with their actions?

3. Is your concern the lack of 'cooldown' time after being raised to get back on your feet, or the lack of post-mortem recovery roleplay?

4. Is your concern the IC availability of Raise scrolls - if so, why is this a concern?

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survivor2009
 
PostPosted: Mon, Mar 14 2011, 12:54 PM 



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Dungeons and dragons has always been a game where death is a consistent part of the plot, characters are armed from the moment of creation, they live in a very hostile environment, where things need to be solved and sometimes they can't think up more solutions then to finish their opponents before they are finished themselves, would be a shame if the plan always worked like a charm, and nothing ever went wrong, would be boring indeed.
Same thing could be said of the players enemies, many classic DnD adventures revolve around a constant threat, of an enemy that keeps coming back, each time with new information and precautions to fighting the PC's.
Does death have a meaning at all? well, who hasn't gotten a good laugh when the wizard has to defend himself in melee and ends up klled by a lvl 2 sneaker.


 
      
DragonKnightsFX
 
PostPosted: Mon, Mar 14 2011, 16:51 PM 

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Quote:
There's a couple things here I'd like to ask.
1. Why was your character engaging in an activity which obviously could have directly led to their untimely demise?
2. Is your concern other peoples roleplay not syncing with their actions?
3. Is your concern the lack of 'cooldown' time after being raised to get back on your feet, or the lack of post-mortem recovery roleplay?
4. Is your concern the IC availability of Raise scrolls - if so, why is this a concern?


Very good questions!
1. Was just a standard party charge through the orc caves.
2. I think it may be! (Somewhat)
3. Definitely not, I love the cool down idea.
4. Slightly, I thought it was weird that players were just whipping them out.

From all your comments I think I just don't know how to RP death of other players.
Some people consider it a knockout but most players consider it true death and then act surprised when they get up, although they've been dead about 4 times before, so why be surprised?

Should I RP to be surprised at death or just shrug it off as a common event and just whip out a scroll?
(my bad for sidetracking >.<)

DragonKnightsFX


 
      
Dieu_Le_Fera
 
PostPosted: Mon, Mar 14 2011, 17:16 PM 

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im always surprised at death.. and usually take a good few minutes of laying there after being raised just to deal with the "shock" of it all... though normally in the middle of a lengthy emote after death one of the druids just runs over and casts heal making it all rather pointless, but I do it anyway. Death, to me at least, should always be a traumatic experience.

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msheeler
 
PostPosted: Mon, Mar 14 2011, 17:54 PM 

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I am sure that this has been hashed out before, but what if the price of raise dead scrolls was scaled? I am not 100% posative that it's doable but I think maybe a bast price of 1,000 gold for each scroll then when cast the scroll eats up say 1,000 gold per target character level as "component". This would mean it would cost only slightly more to raise a lower level charater and vastly more to raise a higher level charater (3,000 for a 2nd level character and 31,000 for a 30th level character)

This, IMHO, would make death a slightly bigger thing..

Fighter Joe: *sigh* Mage Mary took another arrow to the head again. I tell you what I am really starting to wonder if it's worth all this trouble toting her around... *reads scroll to raise Mage Mary*

Mage Mary: *gasps in a gulp of air* Uggh! Oh.. my head... *swoons* What happend?

Fighter Joe: You took another arrow to the head. You know this is the third time this has happened, and these blasted scrolls are costing me a lot of coins to use on you, that last one was over 20,000! This is going to cut into your share of the loot.


It might also help eat up some of the coins out there...


 
      
DragonKnightsFX
 
PostPosted: Mon, Mar 14 2011, 19:09 PM 

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Quote:
but what if the price of raise dead scrolls was scaled


Yes! That's exactly what I had in mind, great idea!


 
      
serbiris
 
PostPosted: Mon, Mar 14 2011, 21:23 PM 

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Urgh. Yeah people suggested that before. Different price but the general gist was, "make the scrolls more expensive!" this does not really help. It would tend to screw up people who happen to have poor runs in PvE, lag, general game inexperience... they might be low enough to be able to eat the respawn penalty, though you may have to ask them how they managed to get back up without scrolls or anything.

But what it really does? It makes death a serious *frustration*. It's a pain now. Stop playing for some minutes, scroll gets paid for and used, supply run may be necessary, need rebuffing/rest/heals. "A pain" is not how you to describe a real death, no. But neither does "a serious frustration". It's a system problem first and an attitude problem second, and the latter can be fixed.

The "rezzes don't always work" idea is a fairly prevelant one that I rather like, and I think if we all went that way it would start working better. As has been suggested in previous threads on the topic, we also need to stop killing each other so much in PvP. But, I understand for a lot of players it's hard to separate mechanics from the play. And well, some people die so many times that they can't *possibly* make it meaningful every time.

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Brown Blur
 
PostPosted: Mon, Mar 14 2011, 21:31 PM 

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Dieu_Le_Fera wrote:
im always surprised at death.. and usually take a good few minutes of laying there after being raised just to deal with the "shock" of it all... though normally in the middle of a lengthy emote after death one of the druids just runs over and casts heal making it all rather pointless, but I do it anyway. Death, to me at least, should always be a traumatic experience.


Agreed completely.....though I, quite often, will r/p it not as death but knocked to the ground, or collapsing, after being badly stunned/briefly unconscious, partly because yes, dying certainly should be a bigger issue than it is, but there might not be the time to r/p things out when grinding or whatever.

I admit, I have been known, on occasion, to use it as an excuse to drop out of a hunting party I'm not having fun being with.....portalling home to 'recover'.

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DragonKnightsFX
 
PostPosted: Mon, Mar 14 2011, 22:06 PM 

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Quote:
Urgh. Yeah people suggested that before. Different price but the general gist was, "make the scrolls more expensive!" this does not really help. It would tend to screw up people who happen to have poor runs in PvE, lag, general game inexperience... they might be low enough to be able to eat the respawn penalty, though you may have to ask them how they managed to get back up without scrolls or anything.


Money is so easy to come by on Amia, especially as you gain levels. So the cost of Raises would still be relatively the same and I don't know how this would really effect anybody.

Quote:
But what it really does? It makes death a serious *frustration*. It's a pain now. Stop playing for some minutes, scroll gets paid for and used, supply run may be necessary, need rebuffing/rest/heals. "A pain" is not how you to describe a real death, no. But neither does "a serious frustration". It's a system problem first and an attitude problem second, and the latter can be fixed.

The "rezzes don't always work" idea is a fairly prevelant one that I rather like, and I think if we all went that way it would start working better. As has been suggested in previous threads on the topic, we also need to stop killing each other so much in PvP. But, I understand for a lot of players it's hard to separate mechanics from the play. And well, some people die so many times that they can't *possibly* make it meaningful every time.


So adding money to the cost of raising is more frustrating then having raises that just don't work sometimes?
I personally don't think so . The idea of having raises that just don't work, is awful!

DragonKnightsFX


 
      
Liz
 
PostPosted: Mon, Mar 14 2011, 22:16 PM 

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Uberuce wrote:
For me it's a matter of diminishing returns. The first time you spend an hour tracking down a Cleric, bribing/persuading them to come and raise your buddy, it's great RP and fun is had by all.

The second time, not so much, especially if it was an OOC issue like lag that downed him or her.

After five or six years...

So... respawn?

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Cerpin Taxt
 
PostPosted: Tue, Mar 15 2011, 0:00 AM 

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Lizzie wrote:
Uberuce wrote:
For me it's a matter of diminishing returns. The first time you spend an hour tracking down a Cleric, bribing/persuading them to come and raise your buddy, it's great RP and fun is had by all.

The second time, not so much, especially if it was an OOC issue like lag that downed him or her.

After five or six years...

So... respawn?


and how does respawning make any sense in rp
"yo kelemvor, this really isnt working out, ill give you some gold and xp and see ya later"

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DragonKnightsFX
 
PostPosted: Tue, Mar 15 2011, 0:16 AM 

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Quote:
and how does respawning make any sense in rp
"yo kelemvor, this really isnt working out, ill give you some gold and xp and see ya later"


VERY good point, I always respawn because I don't see how a raising dead scroll makes sense but when you say it like that, a very good flipside!


 
      
Selmak
 
PostPosted: Tue, Mar 15 2011, 1:51 AM 

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Well at least you're not all friendly with him, like "Oh. How's it hangin', Death?"

Respawn is a matter of convenience, or relative inconvenience. It's definitely not as inconvenient as having to roll a new character, but it's a bit more inconvenient than if you were lucky enough to be in a party and get raised.

If you drive up the cost of raising or respawning too much, there is a danger that people will stop playing certain characters because they cost too much gold.


 
      
msheeler
 
PostPosted: Tue, Mar 15 2011, 2:31 AM 

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Cerpin Taxt wrote:
and how does respawning make any sense in rp
"yo kelemvor, this really isnt working out, ill give you some gold and xp and see ya later"


Personally I've always sorta thought a respawn went something like this....

*gasps in a breath of surprisingly fresh air, and eyes flutter open* ...

"The orcs! *looks around to find he/she is at home* Oh snap! Some one really nice must have found me laying there after the orcs got me and they brought me safely home and saw that I was properly raised... hmm... *checks backpack / pouches* Of coarse it must not have been a paladin since they used the gold out of my stash to pay for it..."


 
      
Selmak
 
PostPosted: Tue, Mar 15 2011, 4:04 AM 

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msheeler wrote:
Personally I've always sorta thought a respawn went something like this....

*gasps in a breath of surprisingly fresh air, and eyes flutter open* ...

"The orcs! *looks around to find he/she is at home* Oh snap! Some one really nice must have found me laying there after the orcs got me and they brought me safely home and saw that I was properly raised... hmm... *checks backpack / pouches* Of coarse it must not have been a paladin since they used the gold out of my stash to pay for it..."


The problem with that neat little story is the number of assumptions that have to be true in order for your character to live again.

Assumption 1: The orcs won't chop my corpse up and put it in that big stewing pot, or otherwise make it difficult to recover a body part.

Unless there's someone around to drive off those orcs, or you're very unpalatable, you can pretty safely say that you are orc chow.

Assumption 2: Someone will find your corpse.

Unless you're killed on a road or other place where people go past every day, you shouldn't expect anyone to stumble over your corpse.

Assumption 3: Someone will take your corpse to a settlement with a cleric.

Corpses are icky and unless there's a wagon going by, someone has to drag your rotting carcass for a good while through dangerous territory. I'd be more inclined to think that they would take your stuff and move on, assuming the orcs didn't take everything first. Or if you're really unlucky, you become a necromancer's latest undead tool.

Assumption 4: Someone will pay a cleric to bring you back to life, or use a Raise Dead scroll.

You can't know what another character would or wouldn't do. Maybe instead of raising you, they would take you to the undertaker to be buried. Or maybe they would throw you on a pyre, give you a warrior's send-off. Or maybe they would go look for your family to see what their wishes are.


If you explain away every respawn as a rescue by some person who happened to find your corpse, pretty soon it looks like the laws of probability are out of whack. :P


 
      
msheeler
 
PostPosted: Tue, Mar 15 2011, 12:16 PM 

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Selmak wrote:
if you explain away every respawn as a rescue by some person who happened to find your corpse, pretty soon it looks like the laws of probability are out of whack. :P


Crazy is as crazy does :D. And... It takes one to know one. :P


 
      
serbiris
 
PostPosted: Tue, Mar 15 2011, 15:20 PM 

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DragonKnightsFX wrote:
Money is so easy to come by on Amia, especially as you gain levels. So the cost of Raises would still be relatively the same and I don't know how this would really effect anybody.


...Then why bother raising the price at all? You raise the price so that it makes a dent in their wallet. I argue that denting wallets is not how you get people to take death seriously. But if you argue that even a raised price won't dent the wallet (and you can't possibly know the earning rates of everyone, I maintain that there are enough low-earners to make this a poor decision), why bother?

Also, what Selmak said on raising res price.

DragonKnightsFX wrote:
So adding money to the cost of raising is more frustrating then having raises that just don't work sometimes?
I personally don't think so . The idea of having raises that just don't work, is awful!

DragonKnightsFX


You misconstrued what I said, I was referencing someone else's earlier post. Here's how it is: Raises always work. We, the players, know this. But we treat it so that the *characters* operate under the belief that sometimes they just can't be raised. This isn't strictly in the PnP but we're dealing with an uncertain force (magic) and a very bad fate (death). Who really wants to take that chance? If anyone says "doesn't matter if I die, I'll just get raised!" just point this out. And that there's situations where the various raise spells won't work. If they don't listen, nothing you can do.

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msheeler
 
PostPosted: Tue, Mar 15 2011, 15:43 PM 

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Here is a random idea, borrowing from the thought that raises in pnp don't always work... What if raises became progressively less likely too succeed? Let me give an example:

A variable is stored on every character that tracks the number of raises and respawns per reset. For each raise or respawn beyond the first in a particular reset cycle you get a 5% progressive chance of say losing a level when you do. So, Fighter Joe use that third scroll of raise dead on Mage Mary and the system now checks for a loss of level at 3 (current number off times a raise has been done this cycle) -1 (the first of each cycle is guaranteed success) for a 90% chance of a successful raise, or a 10% chance that Mage Mary will lose a level. If you want to make clerics cooler to have then you let ressurection always succeed.


 
      
DragonKnightsFX
 
PostPosted: Tue, Mar 15 2011, 16:05 PM 

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It's a good idea in that Cleric's would get more use, but a very bad idea in the annoyance it would cause.

I think if there was a way to suitably roleplay death, it would clear up a few things.


 
      
msheeler
 
PostPosted: Tue, Mar 15 2011, 16:06 PM 

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Money is so easy to come by on Amia, especially as you gain levels. So the cost of Raises would still be relatively the same and I don't know how this would really effect anybody.


I would argue that this is not a good reason for keeping the price the same. It sounds like "every one has so much gold already that this won't fix it so why bother". My thought would be that no one thing could fix it but that this might be one small step in doing so. It would also increase the use of clerics for ressurections which don't cost extra, and personally I can't think of anyone that wouldn't start to get perturbed at the idea of dropping 93,000 on that dingbat who keeps running into the fray with a low chance of survival.

Quote:
If you drive up the cost of raising or respawning too much, there is a danger that people will stop playing certain characters because they cost too much gold.


I don't really agree with this either. I think it might actually help people to rp their build better. If you are playing a non combatant character then running away from a fight is a better option than running into one. I suppose some one would pipe in here about how they are not build gurus and that this might favor them unfairly, but I think that this makes for some better immersion. Not everyone in life is a combat machine, able to face hundreds of really bad things with out fear of death because the are their god's gift to fearun. Some people just aren't that good and need to rely on friends. Besides if you want to play superman, there is always the build thread with lots of people willing to help out.


 
      
msheeler
 
PostPosted: Tue, Mar 15 2011, 16:12 PM 

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DragonKnightsFX wrote:
but a very bad idea in the annoyance it would cause.


I guess that's where we have different views. Don't get me wrong here because I really do like amia, but.... It's a little bit like playing with cheat codes enabled. There is never really any mechanical challenge to the game, or already not in the sense most games have where if you die you go back to the beginning of that level, or start from some previous save point. I think some more challenge with the chance of losing out big would increase the excitement.


 
      
DragonKnightsFX
 
PostPosted: Tue, Mar 15 2011, 16:31 PM 

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I think some more challenge with the chance of losing out big would increase the excitement.


Very muchly agreed!


 
      
Selmak
 
PostPosted: Tue, Mar 15 2011, 16:51 PM 

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Cannot do level loss due to DD class bugging when you de-level it. And of course intentional level loss has to be backed up by a proper Request now.

The suitable way to roleplay death depends on who it would be happening to. It is possible to have a character who is unafraid of death, but usually it's because they're not concerned about the dying part so long as they die with honour or they die protecting others from harm. It's also equally possible to have a character who considers the bigger picture, that there is much more they could do in their lifetime if they heed their instinct for self-preservation. Finally it's also possible to have a character who places their own self-preservation ahead of any other priorities, which is not necessarily an evil point of view. A lone parent isn't going to risk making their child an orphan, for example, unless their child is at risk anyway if they do nothing.

What you can't have is a character that will always come back somehow. Even if the game and the players playing the game don't support a system in which life is finite and precious, the RP truth is that life is limited. Those who die of old age do not come back and indeed anyone who dies of anything other than old age might not be raised just because it can be done. It's okay for a character to be in denial about how long they can keep slipping through death's clutches, but I think they would know that they have to face it eventually, because as time wears on death takes everyone. It's why there has to be a supply of new life in the world, to keep things balanced, and that should be obvious to many characters.


 
      
msheeler
 
PostPosted: Tue, Mar 15 2011, 17:21 PM 

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I agree with all of what you said Selmak, but truth be told for every one who does rp death as a serious matter there are two or more who do not. That is a fact that I accept when I play on amia. I guess the only fixed that I could ever imagine going through for all the reasons listed, and many not, would be 1- price raised on raise dead, 2- raise dead skills remove or made scarcely available and 3- gold loss for respawns uncapped. Until then I will rp things a they are and continue to enjoy amia as it is.


 
      
Selmak
 
PostPosted: Tue, Mar 15 2011, 18:29 PM 

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I don't think many would argue about uncapping the respawn cost of gold. If you're rich, you can afford to pay more to respawn.

Making Raise Dead and Resurrection much more expensive to perform based on their level doesn't tax the person dying though, but the one doing the raising. Now one could argue that it would cut down on the number of raises given out in the entry area, since you can't tell by looking at someone just how much it'll cost to raise them, so only the wealthy would be able to afford such extravagance.

However, it would also put a serious strain on parties that usually use Raise Dead to get their friends back in the fight. One or two deaths and suddenly the party can be set back quite considerably in terms of gold. They might even refuse to raise you the next time unless you cough up some gold. It might be better to go with a material component which is introduced at level 5 and changes every five levels after that. That way you can stock it in advance if you think it's going to be needed, but there isn't going to be a huge benefit in holding onto lots of each. And you can trade it fairly simply to the player who raised you so they're not out of pocket for having done so.

Putting severe limitations on the use of Raise Dead besides that is going to be overkill. Let players have some hope of having their character return to life.


 
      
Brown Blur
 
PostPosted: Tue, Mar 15 2011, 19:11 PM 

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msheeler wrote:

... It's a little bit like playing with cheat codes enabled. There is never really any mechanical challenge to the game, or already not in the sense most games have where if you die you go back to the beginning of that level, or start from some previous save point.........



Q.F.E.

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DragonKnightsFX
 
PostPosted: Tue, Mar 15 2011, 19:14 PM 

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Thank you for everybody's input into the topic! :D
Was very informative and I think I'll try to roleplay death less seriously

DragonKnightsFX


 
      
TormakSaber
 
PostPosted: Tue, Mar 15 2011, 19:56 PM 

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Uncap gold loss on respawn

I will say it in every topic increasingly more annoyingly until it done.

It works for players, right?

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Estara
 
PostPosted: Tue, Mar 15 2011, 20:18 PM 



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TormakSaber wrote:
Uncap gold loss on respawn


Do it!

Though, I also think raising the cost of raise dead/resurrection could be a good idea at the same time. It wouldn't be that much of a hassle in terms of dying due to lag because most people are pretty rich and it might get the point across that death should be bigger of a deal.


 
      
DragonKnightsFX
 
PostPosted: Tue, Mar 15 2011, 20:27 PM 

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The two posts above me are genius


 
      
Dwagin
 
PostPosted: Tue, Mar 15 2011, 21:02 PM 

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TormakSaber wrote:
Uncap gold loss on respawn

I will say it in every topic increasingly more annoyingly until it done.

It works for players, right?



You forgot:

Remove raises from entry

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DustSpray101
 
PostPosted: Tue, Mar 15 2011, 21:10 PM 

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@Dwagin: That is a 2 edged sword. Sometimes when you need to leave, you need to leave. I don't think there should be an IG punishment for RL popping up. Then again there are others who exploit the system which, in those cases I agree.

So far, the 2 min. timer has curbed my witnessing of it being abused though. Not that I hang out all day in the entry room or that that is.

@Tormak: I'm game! ^^

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Quarter_From_Nothing
 
PostPosted: Wed, Mar 16 2011, 5:44 AM 

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I suggest now something straight from Quarter-brain!

Make raise scrolls work with 100% - (2% x ECL) this way level 30 would have ONLY 40% chance to get back alive when brought with a raise scroll. Sure you can stack scrolls, but they all have the same odds!

RP: reasoning? When adventurer gets more powerful etc. etc, maybe the gods have trouble / ignore him more and jsut don't bother with him that much anymore? Scroll after all has little to do with gods compared to if cleric actually casts the spell on the dead.

Just an idea, would work imo. If that doesn't work out, put is 3% per level on failure and see who laughts then with 10% chanse to come back at 30 :twisted:

EDIT: Of course clerics, druids, paladins, COTs and black guards should get +1% chanse per level, cause htye obviously are somehow (mostly) related to gods than others.

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TormakSaber
 
PostPosted: Wed, Mar 16 2011, 9:08 AM 

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That's silly, if anything the higher level Pc should have better odds. Raise dead just works or it doeshn't. No percentages

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Greyweaver
 
PostPosted: Wed, Mar 16 2011, 9:26 AM 

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I do like the idea of percentage but I think it should be cumulative chance of failure per reset. Possibly -20%(or more)/raise so the more they are raised by a scroll the more damage there bodies endure the less likely they are to be able to be raised, by a scroll that is. Clerics, Paladins, Blackguards(?) however, have the uncanny knack to use a scroll without penalty or they could use prayers of course. Possibly even those with the heal skill check could help -against- the percentage.

Also, possibly make another 2min cool down time -after- someone is raised. They couldn't do anything, really, but just wait to 'recover' and while waiting to recover they would have time to rp an emote, something like, *slowly gets to one knee coughing. As their sight returns they squint looking around and grab there pulsing head shaking it in disgust*, without players taking off and leaving them while they are typing.

The adventurers with them would actually have to see to it and guard them as they safely recover or leave them to track them down afterwards having to risk it alone. Even in an evil party though, if they are -needed- this wouldn't happen lol -much-. The recovery and the events following are basically open to several rp scenarios depending on the party the toon is with. It would make others think twice before just going with the first group they see.

TormakSaber wrote:
Uncap gold loss on respawn

I agree, the penalty for respawning should be higher as far as gold loss goes too. I think a combination of these ideas would help to put clerics, paladins and Blackguards(? I thought they give up those powers when they fall) roles back in the game on a more common basis. They'd actually be needed at times.

Think I went a bit of topic, sorry :?

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Estara
 
PostPosted: Wed, Mar 16 2011, 14:10 PM 



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I don't know if enforcing more waiting/cooldown really would encourage people to consider dying more of a big deal, or if it would just make some more annoyed and/or angry about it in an unhelpful way. Seven minutes seems to be getting into the realm of too much to me. I'm not sure it'd be successful at getting all to RP it out, either, or if some would just talk more in Partychat as they sit and wait. I'd be more a fan of taking some of the five minutes and applying it to post-raise, but that's a lot of scripting that could probably be better spent on something else.

The money thing is an easy script fix, I think? I don't script, but it seems easy.


 
      
DragonKnightsFX
 
PostPosted: Wed, Mar 16 2011, 16:37 PM 

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Having scrolls that don't work 60% of the time is just silly, might aswell not have them atall.
The money idea is a much MUCH better one.
I can't imagine anything more infuriating than going through 3-5 raise scrolls to raise one person, what's the point?


 
      
Glyph
 
PostPosted: Wed, Mar 16 2011, 17:51 PM 

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theres nothing wrong with raise dead, couldn't complete hoards of the underdark (without a premade epic) without them. clerics get true ressurection which is much more involved and can revive near on anything.

The only thing lorewise that needs implimented is weather the victim accepts the raise, since in lore you can refuse to be raised by for example some evil toon for their own benefits.

I'm sure I don't need to explain why getting rid of raise is a bad idea, made obvious by the usual phrase "where the bloody hells is the cleric when you need one?"

I rest my case, ain't broke, no fixy.

ps. this debate is oooooold

ed: would like to add I have been 'taken to a temple' sort of, on another server, and the only way to get around the mechanics is with a DM present to ooc rez you so that you can 'be carried' to the location in question.


 
      
TormakSaber
 
PostPosted: Wed, Mar 16 2011, 18:34 PM 

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I moved this to general discussion because IA is for getting things done and this topic and its ilk never have and probably never will.

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RaveN
 
PostPosted: Thu, Mar 17 2011, 0:34 AM 

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I'll 1up this then.

-Uncap Respawn Gold Loss
-Remove Raise Dead Scrolls from the game
-Remove raises from entry
-Remove Rings of Raise Dead
-Lock dead people at 1 ability score/HP (minus int for wizards or whatever), until they get their shit fixed (aka, IC raise).
Problem solved.


@Uberuce - If dying is a problem and waiting for an IC raise is too annoying -- respawn.

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Kraniumbrud
 
PostPosted: Thu, Mar 17 2011, 1:41 AM 

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Needled247 wrote:
I'll 1up this then.

-Uncap Respawn Gold Loss
-Remove Raise Dead Scrolls from the game
-Remove raises from entry
-Remove Rings of Raise Dead
-Lock dead people at 1 ability score/HP (minus int for wizards or whatever), until they get their shit fixed (aka, IC raise).
Problem solved.


@Uberuce - If dying is a problem and waiting for an IC raise is too annoying -- respawn.


100% agree with this post

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TormakSaber
 
PostPosted: Thu, Mar 17 2011, 2:25 AM 

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Needled247 wrote:
I'll 1up this then.

-Uncap Respawn Gold Loss
-Remove Raise Dead Scrolls from the game
-Remove raises from entry
-Remove Rings of Raise Dead
-Lock dead people at 1 ability score/HP (minus int for wizards or whatever), until they get their shit fixed (aka, IC raise).
Problem solved.


@Uberuce - If dying is a problem and waiting for an IC raise is too annoying -- respawn.


Congrats, the only thing people will roll now is a sorceror or a cleric. But you play an SD PvP mage so.... I guess I call shenaigans and conflict of interest here. A strong PvPer has inherent desire to keep the people they killl dead.

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ZoltanTheRed
 
PostPosted: Thu, Mar 17 2011, 4:26 AM 

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Removing raise dead from shops would be nothing more than an inconvenience making room for people getting their buddies to metagame to their body and raise them. Making the death penalty harsher makes it only an even more slight pain and encourages powerbuilding. Making raise dead scrolls cleric only will solve squat(Ohai I have use magic device, problem Kelemvor?). All in all, if you asked me I'd just say keep it as is, tbh. Its high fantasy anyways and it really shouldn't be more of a brain dead hassle to get anywhere, Though mind you, one could make a level 2 character, leave it there and RP with it for months and months and enjoy it if they're devoted to the cause. Its just silly to try and fix it by making it a bigger inconvenience. XD


 
      
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