Post by joseph on Jul 21, 2012 6:28:35 GMT -5
I have thought long and hard on how best to explain my thoughts on death and resurrection. Last night I had a moment of clarity.
Please comment. ;D
In terms of what one would really do in real life or in a tabletop D&D session, there must be some form of benefit to joining a guild, or no one would do it. We want something that makes our guild unique amongst PD guilds, that will set us apart - while keeping the theme of PD and RP.
With that in mind, I suggest that the policy of our guild is such that whenever a member has died, we (the guild) do our utmost to recover their corpse and either give them a proper burial, raise dead, or true resurrection.
Considering this mindset (not unlike that of the USA and many other nations as concerns the remains of soldiers lost in combat), our guild would also be willing to pay other adventurers who brought our dead home. It is a form of a self policed insurance policy, if you will.
Therefore, if you die solo or in a party wipe, much like Venn in Water Works, you would have let someone know where you went, so the guild would come get you after a certain period of time. Due to the nature of adventuring and death, it is automatically assumed that when we did find your corpse, you would have nothing on it (looted by whatever killed you). Obviously such expeditions would be costly, so it is assumed that they are funded by able characters.
This would translate, in PD game terms, to a very simple set of rules:
In either case, all money from the sale of your items should be donated to the guild (airship, whatever).
Lastly, because it is possible to abuse these mechanics - and we all want to keep the guild filled with people who will police themselves, I would like to suggest...
You can only have True Resurrection cast on yourself a number of times equal to your current level. Each time you gain a level, this counter resets to zero. This can be quickly and easily tracked in your character sheet / biography area, and completely eliminates abuse of the True Resurrection mechanism, while allowing us to progress to harder and higher level content than we would otherwise be able to run.
What do you think? Pretty easy death mechanisms to digest. It allows people a fairly (perhaps too liberal) way to recover from wipes, with a penalty mechanism in place. Plus it has the added benefit of allowing some of us (as guild people) to use the Reincarnation mechanism and be rewarded for our efforts - while not having an overpowered TR bank of items).
Plus, it gives an extra meaning to 'Survivors of Stormreach'.
As always, just my thoughts - this time tacked onto what we were briefly discussing yesterday.
Please comment. ;D
In terms of what one would really do in real life or in a tabletop D&D session, there must be some form of benefit to joining a guild, or no one would do it. We want something that makes our guild unique amongst PD guilds, that will set us apart - while keeping the theme of PD and RP.
With that in mind, I suggest that the policy of our guild is such that whenever a member has died, we (the guild) do our utmost to recover their corpse and either give them a proper burial, raise dead, or true resurrection.
Considering this mindset (not unlike that of the USA and many other nations as concerns the remains of soldiers lost in combat), our guild would also be willing to pay other adventurers who brought our dead home. It is a form of a self policed insurance policy, if you will.
Therefore, if you die solo or in a party wipe, much like Venn in Water Works, you would have let someone know where you went, so the guild would come get you after a certain period of time. Due to the nature of adventuring and death, it is automatically assumed that when we did find your corpse, you would have nothing on it (looted by whatever killed you). Obviously such expeditions would be costly, so it is assumed that they are funded by able characters.
This would translate, in PD game terms, to a very simple set of rules:
- 1) Any time you die alone or in a party wipe, you are affected by a Raise Dead spell (lose one point of constitution), and you awaken in town. You may elect to continue adventuring, or retire the character and go work in an inn or wherever, as you like. At your option, you can donate 1,000 platinum per level to the guild (it is assumed in advance you already paid this amount) which will cover the cost of a True Resurrection (you do not lose a constitution point). You lose all of your items, other than a basic set of gear (which it is also assumed you would have had the foresight to store for just such an event). <-- While 1,000 plat sounds expensive, it isn't. First, who would not pay 20,000 plat to have a point of constitution? Second, did you see Venn's body in Water Works? The worse off a body is, the more expensive it is to True Resurrect, and the more exotic the spell materials (at the DM's option). So 1,000 plat a level is not that bad.
- 2) Any time you die with the group, you are affected by a Raise Dead spell (lose one point of constitution), and you awaken with your friends, go have a drink, and get to keep all of your gear (yay!). At your option, because your body is still fresh, etc., then you are considered able to have a True Resurrection cast on you for the reduced cost of 500 platinum per level, and you get the benefit of being able to keep all of your gear (yay!). <-- In order for this to happen, the group MUST be able to reach the exit of the dungeon. If they can not, then you are presumed missing in action, and must resort to the options listed under 1, above.
In either case, all money from the sale of your items should be donated to the guild (airship, whatever).
Lastly, because it is possible to abuse these mechanics - and we all want to keep the guild filled with people who will police themselves, I would like to suggest...
You can only have True Resurrection cast on yourself a number of times equal to your current level. Each time you gain a level, this counter resets to zero. This can be quickly and easily tracked in your character sheet / biography area, and completely eliminates abuse of the True Resurrection mechanism, while allowing us to progress to harder and higher level content than we would otherwise be able to run.
What do you think? Pretty easy death mechanisms to digest. It allows people a fairly (perhaps too liberal) way to recover from wipes, with a penalty mechanism in place. Plus it has the added benefit of allowing some of us (as guild people) to use the Reincarnation mechanism and be rewarded for our efforts - while not having an overpowered TR bank of items).
Plus, it gives an extra meaning to 'Survivors of Stormreach'.
As always, just my thoughts - this time tacked onto what we were briefly discussing yesterday.