To fix permadeath
Posted: Tue Feb 03, 2009 5:10 pm
In light of Rotku's survery comments, I have a solution to reduce the number of PC deaths.
The permadeath doesn't work. It is innacurate. How can someone die near NPC's without receiving aid? What are the possibilities of someone coming across a wounded PC and saving them near a mian road.
When I was DM'ing often I would see a PC in trouble or walking into a dangerous situation, so I would animate an NPC to either give warning or even save a dying PC. This sort of DM intervention saved many PC's. This sort of interventionn is unavailable when DM's are busy elsewhere or not on. On main roads the likely-hood of a passerby coming across a wounded traveller is quite high (such as the Good Samaritan Biblical account).
PC's fear perma-death so much that there is little exploration or travel anywhere there is slight danger unless you are in a DM run party , or unless you have means of invisiblity, or hide in shadows like a thief. In a party members have healing and potions and PC's are safe. However, alone they are not, and let's face it, our technology does not ensure scaled encounters and so most PC's when they come across a hostile encounter will most likely die unless they are high levels which is rare for new members.
And when they die, newbies and even seasoned players may decide to leave. And you lose people. Check out Sword Rock in TSM and count how many PC's have died and the players are not playing anymore.
I stopped playing a PC myself when my favorate PC was killed walking on a road by a polar bear who came out of no where. Since it was a well traveled road (in fact a few moments later a party of PC's came across my corpse and happily looted it) the chances of someone finding and healing me were probably really good.
Now, since implementing a scripting system for chance saving of dead PC's is probably a logistical nightmare, I have an easier solution. Here it is:
1. If a PC dies, and there is a DM on, he/she should petition the DM for a chance saving roll. If a DM is not on, perhaps the PC can find a DM in chat or on the message boards who can also perform a chance saving roll.
2. The saving rolls could based on population table per area of a mod. The saving roll would be percentage of a chance encounter with someone who could render first aid or healing. The more popluated the area, the more chance. If the roll is successful, then there could be another roll for how much healing, or even if the PC was too badly wounded to save. So, for someone travelling north of Rivermoot on one of the quests, 80% chance of being found by an NPC or militia, and 90% if it is the quest near the planatation killing the orc where everyone always died.
3. A table could be devised by someone familiar with a mod to be used by the DM's to determine if the PC actually died or was saved.
4. Near towns there is plenty of people, in forests there are druids and rangers, so the likelihood of being saved is great.
5. The roll could also be applied against enemy forces, when a PC is wounded in battle, he/she may be captured instead of draining away negative hps, and may roll against a table for prison duration, escape, exchange of prisoners, ransome, or execution (and whatever other goodies one's imagination may add to the tally of fun a captor would have with a prisoner).
I believe if you adopt a system that avoids instant permadeath and gives PC's a chance to live then more may take risks and players that have had their favorite PC killed (or even newbies that die so fast and leave) may stick around.
Another good example is the old time WD sewers that claimed so many new PC's abnd players who never returned. According to canon the sewers were patrolled by a plumbers guild, who could have saved lives.
In TSM the Artgent Legion often has patrols but they are for technical reasons not implemented so PC's die without being saved. I saw several bodies in the Silvermoon catacombs of TSM only a short ditance for the main guard post.
The permadeath doesn't work. It is innacurate. How can someone die near NPC's without receiving aid? What are the possibilities of someone coming across a wounded PC and saving them near a mian road.
When I was DM'ing often I would see a PC in trouble or walking into a dangerous situation, so I would animate an NPC to either give warning or even save a dying PC. This sort of DM intervention saved many PC's. This sort of interventionn is unavailable when DM's are busy elsewhere or not on. On main roads the likely-hood of a passerby coming across a wounded traveller is quite high (such as the Good Samaritan Biblical account).
PC's fear perma-death so much that there is little exploration or travel anywhere there is slight danger unless you are in a DM run party , or unless you have means of invisiblity, or hide in shadows like a thief. In a party members have healing and potions and PC's are safe. However, alone they are not, and let's face it, our technology does not ensure scaled encounters and so most PC's when they come across a hostile encounter will most likely die unless they are high levels which is rare for new members.
And when they die, newbies and even seasoned players may decide to leave. And you lose people. Check out Sword Rock in TSM and count how many PC's have died and the players are not playing anymore.
I stopped playing a PC myself when my favorate PC was killed walking on a road by a polar bear who came out of no where. Since it was a well traveled road (in fact a few moments later a party of PC's came across my corpse and happily looted it) the chances of someone finding and healing me were probably really good.
Now, since implementing a scripting system for chance saving of dead PC's is probably a logistical nightmare, I have an easier solution. Here it is:
1. If a PC dies, and there is a DM on, he/she should petition the DM for a chance saving roll. If a DM is not on, perhaps the PC can find a DM in chat or on the message boards who can also perform a chance saving roll.
2. The saving rolls could based on population table per area of a mod. The saving roll would be percentage of a chance encounter with someone who could render first aid or healing. The more popluated the area, the more chance. If the roll is successful, then there could be another roll for how much healing, or even if the PC was too badly wounded to save. So, for someone travelling north of Rivermoot on one of the quests, 80% chance of being found by an NPC or militia, and 90% if it is the quest near the planatation killing the orc where everyone always died.
3. A table could be devised by someone familiar with a mod to be used by the DM's to determine if the PC actually died or was saved.
4. Near towns there is plenty of people, in forests there are druids and rangers, so the likelihood of being saved is great.
5. The roll could also be applied against enemy forces, when a PC is wounded in battle, he/she may be captured instead of draining away negative hps, and may roll against a table for prison duration, escape, exchange of prisoners, ransome, or execution (and whatever other goodies one's imagination may add to the tally of fun a captor would have with a prisoner).
I believe if you adopt a system that avoids instant permadeath and gives PC's a chance to live then more may take risks and players that have had their favorite PC killed (or even newbies that die so fast and leave) may stick around.
Another good example is the old time WD sewers that claimed so many new PC's abnd players who never returned. According to canon the sewers were patrolled by a plumbers guild, who could have saved lives.
In TSM the Artgent Legion often has patrols but they are for technical reasons not implemented so PC's die without being saved. I saw several bodies in the Silvermoon catacombs of TSM only a short ditance for the main guard post.