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  • PnP Raise Dead

    I know GBX is working on an 'essence' type death system but why go so complex for something that works rather simply in PnP?

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    For reference, the 3 raise dead spells in 3.5 are as follows:

    Raise Dead (level 5): Restores any non-undead character to full life provided they were not killed by a death spell (Finger of Death, Wail of the Banshee, etc). Requires a targetable body and 5,000 gp worth of diamonds. The recipient of the spell permanently loses one level.

    Resurrection (level 7): Restores any non-undead character to full life regardless of how they were killed. Requires a targetable body and 10,000 gp worth of diamonds. The recipient of the spell permanently loses one level.

    True Resurrection (level 9): Restores any character to life regardless of how they were killed. Destroyed undead can be brought back to life and the recipient does not lose any levels. A body is not required so long as the cleric can unambiguously identify the deceased (full name and other personal details recited at the casting work fine). The spell requires 25,000 gp worth of diamonds.

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    These spells could be easily tweaked to work the same way on Sundren, actually providing clerics a reason to use Resurrection or True Resurrection.

    Rather than require diamonds the spells could utilize the same gold tax spellhook already used on Sundren.

    In addition to tweaking the spell as described above I would also suggest that the ability for players to self-respawn from PvP conflicts to be disabled and NPC cleric conversations to only offer the ability to cast Raise Dead, and for a substantially larger tithe than the base spell component cost. Players should still be able to self-respawn if they are under level 11 or if they are in possession of a Signus.



    What would this do for Sundren?
    1. Player conflict would be meaningful.
      This would far and above be the biggest impact on the server. As it is now, being able to respawn without penalty from fights completely neuters any sort of player driven conflict. With PnP resurrection systems in play it would force players to work with their factions more, or at the very least group up. Which leads to the next point...
    2. Players would have far greater incentive to work with and socialize with one another
      Which would in turn encourage them to not only join factions, but to be involved with the other members of the faction. If a raise costs 5,000 or 10,000 gold the deceased's faction mates/friends are going to decide if the fallen's actions warrant shelling out some serious gold. Are they a team player? Do they contribute to the faction's goals? Does anyone even like them? Lone wolf characters are fine for novels and movies but in actual organizations your ability to network and make friends is important.
    3. Sundren will be more dangerous
      As it is now, no one thinks twice about wandering the backroads of Sundren alone, or hitting up their daily Frost Giants. With the lingering threat of being permadead players will have to rethink running around solo unless they are very confident their friends don't mind rustling up a cleric capable of casting 9th level spells in addition to dropping 25,000 gold, or more, on him. And with roaming groups of politically tied PC's comes the increased chance of them clashing and one side being down 15,000 or more gold.
    4. Death would be meaningful, without being too harsh
      This sort of rolls in with point #1, but bears repeating. As it is now players can just respawn willy-nilly and continue chugging along as though nothing happened, which is completely true. Being knocked back a level hurts, but it can't be overcome. It also keeps the possibility of permadeath in the air without coming out of nowhere, linking back to point #2. If you have friends, you'll survive. If you lose those friends you won't. Maybe friends will raise you after you go spoiling for a fight with that Banite. Will they keep raising you when you're out of money and it's the third time this week you've thrown your life away?


    All of these points combined would greatly enrich the quality of roleplay on an already great roleplay server, primarily through making a character's death a very meaningful event that leads to actual IC consequences rather than a simple 10 minute wait and quick respawn to fight again the next day.

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    While I am confident the above system would work extremely well on Sundren as the default Death system there are a few exceptional cases, one of which is unique to Sundren.

    Characters under level 11: Should be able to respawn freely for an xp and gold penalty, as it is now. I don't think anyone has issue with keeping that the same.

    Characters that died due to a monster or other NPC: I would recommend that either the gold cost of level drain be waived when cast on characters that died due to a monster just because sometimes lag strikes, or the inherent limitations of text based communications screw up party cohesion in a way that simple shouting would solve. There are so many other problems with monster AI and misclicks or sudden real-life emergencies that there is no good reason to treat deaths from NPC sources the same as player-driven RP deaths.

    Vampires: With the exception of vampires that fail a saving throw versus Undeath to Death, Sunbeam, and Sunburst all vampires should respawn at their coffin with no xp penalty (though they shouldn't be able to respawn until the next ingame dawn, to keep them confined to their coffins/faction areas until the next night). Those dying of failed saves versus sunlight based spells should require a True Resurrection to return to life, and then be revamped if they wish to continue stalking the night.

    With that being said, vampires are a very unique challenge to the goodly forces on Sundren and so should have special considerations and limitations. Namely the fact that, per PnP, a misted vampire must reach its coffin within 2 hours (9 miles) or be permanently destroyed and thus require a True Resurrection to return to the world of the living. Upon being vamped the player should choose where their coffin is and then work out with the DM vamping them what ingame locations are within the 9 mile radius. If they are killed in an area not on the prearranged list of areas they are dead and need a True Resurrection. With the most common areas for a coffin being Wynter Estate, the Necropolis, the Citadel, and the Viridale Crypt many vampires will share the same list of 'in-range' areas.

    Of course, there's nothing to stop a character from acquiring more coffins and so they should have the ability to roleplay setting up backup tombs to increase their possible safe roaming range and have to pay for the upkeep of their extra coffins to balance the fact that they have free respawns and no one else does. It would also serve as a mark of status that say, the Dread Vampire Clive Tarsus has a coffin in every corner of Sundren and so can roam to spread his dark lord's word with impunity wheras the newly vamped [not going to name them] still needs to prove themselves before being granted additional coffins outside of the Estate.

    There would be an increased DEV workload for setting up vampires, but there already is one and I really think the additional changes suggested would greatly enhance the roleplay of being a vampire, especially when compared to the mortals that have to deal with lost money and xp each time they die. It would also dissuade many characters (my own included!) of facing the vampires on my own mortal self and instead of failed heroic stands possibly consider bravely running away. (not just from vampires, but from any threat they are not 110% sure of winning).
    James Arrow: Potion Vendor

  • #2
    I think the death system was relaxed regarding PvP because people weren't engaging in PvP (they didn't want to risk anything).

    As for the distance thing and Vampires, the gate of the sunderer to either the second wind inn or sundren city is 50 miles, according to the sign in game at the zone transition to pioneer's way. so distances are a little arbitrary (and would likely mean vamps are stuck in the zone with their coffin unless they want to risk perma death).

    But i do agree that the Raise dead spell line needs some tweaking to ensure they are more viable and useful.
    Butch: "You know, when I was a kid, I always thought I was gonna grow up to be a hero."
    Sundance: "Well it's to late now."

    Toons:
    Mittens Whitepaw (Feral Druid),
    Rose Thimblefoot (Simple Seamstress),
    Melody Mourningsoul (Cursed Bard)
    Katalina Zephyr (Guardian of the Grave)
    Gabrielle Dumoine (the Duchess of Waterdeep... 'onestly...)

    Comment


    • #3
      We're already going to be tweaking these two spells a bit to make them more useful as per our pending death changes. We don't want death to discourage any kind of PvP either.

      Also we will never have any form of True Resurrection without direct DM intervention, and even then its unlikely we would consider it... It's just far too epic.

      Obviously we are using some creative freedom with the Forgotten Realms setting in Sundren. One of such is how vampires are handled... Colibrus' vampires have some of their own rules that we are writing... and while we like some elements of PnP for vampires... we are completely discarding others.
      The very existence of flame-throwers proves that some time, somewhere, someone said to themselves, You know, I want to set those people over there on fire, but I'm just not close enough to get the job done.

      George Carlin

      Comment


      • #4
        I just hope there is equal faction access to the means of res/raise in the future system. That's what appears broken to me most ATM.

        Cheers,

        G
        Active Characters:

        Roman Miellthorpe -- Crypt Carver
        Church -- Bastion priest of the 'tough order'
        Dutch -- Blacksmith
        Canus -- Of the Glade Tribe
        Gorri Blackbeard -- Dwarf Stout of the Legion

        Comment


        • #5
          I agree with Gorri, Evil has no access to Raise dead scrolls, or bloodstones, I speak of the Banite Faction, as pertains to A banite wuld never walk into a Helm temple!!
          Active Characters
          Hashart Datton- Marshal of the Black Hand
          Oliver Ironhide- Guardian
          Lynk Frost-Champion of Bane
          Dorin Hammond- Scout
          Seith Ronson- Master of War
          "A system of morality which is based on relative emotional values is a mere illusion, a thoroughly vulgar conception which has nothing sound in it and nothing true."
          Socrates
          sigpic

          Comment


          • #6
            It has been reported in the bug forum that not all Temples have access to the resurrection service. It has yet to be fixed. It's relatively minor considering some of the other things.

            Originally posted by Jhickey View Post
            I agree with Gorri, Evil has no access to Raise dead scrolls, or bloodstones, I speak of the Banite Faction, as pertains to A banite wuld never walk into a Helm temple!!
            The very existence of flame-throwers proves that some time, somewhere, someone said to themselves, You know, I want to set those people over there on fire, but I'm just not close enough to get the job done.

            George Carlin

            Comment


            • #7
              Originally posted by Saulus View Post
              It has been reported in the bug forum that not all Temples have access to the resurrection service. It has yet to be fixed. It's relatively minor considering some of the other things.
              I know you guys are working hard, I was just commenting on how starange it is to see a guy dressed in Banite attire walking out of the Helmite temple.
              Active Characters
              Hashart Datton- Marshal of the Black Hand
              Oliver Ironhide- Guardian
              Lynk Frost-Champion of Bane
              Dorin Hammond- Scout
              Seith Ronson- Master of War
              "A system of morality which is based on relative emotional values is a mere illusion, a thoroughly vulgar conception which has nothing sound in it and nothing true."
              Socrates
              sigpic

              Comment


              • #8
                I would absolutely love for my vampire to have a couple coffins to sleep the day away in. Even if it was just for RP sake.
                25,000 gold would be pretty steep for a rez. 5,000 max would be more like it. Painful but possible.

                Comment


                • #9
                  Originally posted by Jhickey View Post
                  I agree with Gorri, Evil has no access to Raise dead scrolls, or bloodstones, I speak of the Banite Faction, as pertains to A banite wuld never walk into a Helm temple!!
                  Roman wanders into the Helm temple nearly on a daily basis......

                  to leave an "upper decker" in their toilet! HAHAHAHAHAHAHAHAH!!!!!!
                  Active Characters:

                  Roman Miellthorpe -- Crypt Carver
                  Church -- Bastion priest of the 'tough order'
                  Dutch -- Blacksmith
                  Canus -- Of the Glade Tribe
                  Gorri Blackbeard -- Dwarf Stout of the Legion

                  Comment


                  • #10
                    Originally posted by Gorri View Post
                    Roman wanders into the Helm temple nearly on a daily basis......

                    to leave an "upper decker" in their toilet! HAHAHAHAHAHAHAHAH!!!!!!

                    I won't tell you what Rose/Lilly has been doing with the Holy water. Lets just say those guys are hanging out a lot, contemplating the sound colours make while listening to of Pink Floyd.
                    Butch: "You know, when I was a kid, I always thought I was gonna grow up to be a hero."
                    Sundance: "Well it's to late now."

                    Toons:
                    Mittens Whitepaw (Feral Druid),
                    Rose Thimblefoot (Simple Seamstress),
                    Melody Mourningsoul (Cursed Bard)
                    Katalina Zephyr (Guardian of the Grave)
                    Gabrielle Dumoine (the Duchess of Waterdeep... 'onestly...)

                    Comment

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