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  • Finalized Death Rules

    After plenty of due consideration I'd like to announce the final rules for death, I will update the FAQ and other relevant sections of the site when they take effect.

    You must wait 5 minutes if you have died before being able to use a signus or respawn!

    Newbie deathrules (in effect upto level 10)

    Should you choose to respawn from the essence of night...

    - 10% XP Loss (Cannot result in a lost level)
    - 15% GP loss (Avoid heavy gold losses by using the Waukeen Bank!)

    Using a signus will allow you to be raised avoiding the above penalties. All players will start with three regardless of level.

    Veteran deathrules (in effect for levels 11+)

    Respawning from the essence of night will not be possible unless in the posession of a signus. (Remember you can still be raised by other players or DMs).


    Corpse/Temple Raising

    - It will cost 800GP OR a single gem to raise someone in a temple and come at a 8% XP loss (can delevel players under veteran deathrules)
    - Raisedead comes at a 10% XP loss, costing 2 gems to cast (can delevel players under veteran deathrules)
    - Resurrection XP hit comes at 5% loss, costing 5 gems (can delevel players under veteran deathrules)


    If anyone needs further clarification of the above rules I can give more insight.

    EDIT: Feb 16th / 08

    These rules are now in effect.
    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

  • #2
    Er, the level of raising doesn't seem right to me. With a temple res being less harsh than a Raise dead? (XP > Gold, imho)

    Just seems a bit weird to me...
    Jasareth Kalisurr *stares at you blankly and slowly raises a brow*

    Comment


    • #3
      Its perfect Saulus, very well done. It has enough of a bite to make death real. But allows for Lag/Computers/Unforseen foolishness we have to deal with playing online, without being overly harsh.

      Seriously this is the best compromise and I applaud you and the staff for reaching such a conclusion.
      Current Player Of: Aden Astartes, Orren Baneshollow, Amnius, Kord Illumen and Lotho

      LOG IN NAME: NebulonB

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      • #4
        Sounds great to me. Its just harsh enough to make me not want to die.
        Your friendly neighborhood drunk

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        • #5
          Originally posted by R3VOLV360 View Post
          Er, the level of raising doesn't seem right to me. With a temple res being less harsh than a Raise dead? (XP > Gold, imho)

          Just seems a bit weird to me...
          Keep in mind with a temple raising you have to be able to carry and lug that heavy body all the way back to the Temple, whereas with raisedead you can do it right on the spot. The tradeoff is how quickly you are back on your feet.
          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


          • #6
            Originally posted by R3VOLV360 View Post
            Er, the level of raising doesn't seem right to me. With a temple res being less harsh than a Raise dead? (XP > Gold, imho)

            Just seems a bit weird to me...
            Well, I would kind of expect the priest at a temple would be better at raising someone than someone who can only cast raise dead and not resurrection, so it makes sense to me. You could say that because he's better at it there is a lower XP penalty.
            Akodo
            Rhime - or is he?

            Comment


            • #7
              Sounds sensible and well-balanced to me. I have upon two occasions lugged a compatriot's body all the way to a temple (which when heavily encumbered takes a long long time), only to find that raising my fellow adventurer was vastly beyond my financial means. The stated XP and Gold penalties seem deterrent without being excessive. Any general time (later today, by this weekend, etc.) when the above rules will be in effect? Just curious. Thanks for all of your hard work in making Sundren a fun and rewarding world for NWN2 players.

              Comment


              • #8
                Additional penalties for the raiser for raising people in the field seems fine. Additional penalties for the raisee makes raise dead almost like a griefer ability.


                Is there any way to get a popup/dialog, asking if you consent to being raised?

                Comment


                • #9
                  Originally posted by Unholy Carp View Post
                  Additional penalties for the raiser for raising people in the field seems fine. Additional penalties for the raisee makes raise dead almost like a griefer ability.


                  Is there any way to get a popup/dialog, asking if you consent to being raised?
                  It's a possibility, but is it really worth the work it will take me when most people should be handling that in a mature manner regardless? I think this is something that can be handled on a case by case basis at the descretion of a DM. Remember the player casting it needs to have gems, so even if they were "griefing" you, it's not like they come out on top.
                  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


                  • #10
                    Originally posted by Saulus View Post
                    It's a possibility, but is it really worth the work it will take me when most people should be handling that in a mature manner regardless?
                    Nope.

                    I think this is something that can be handled on a case by case basis at the descretion of a DM. Remember the player casting it needs to have gems, so even if they were "griefing" you, it's not like they come out on top.
                    Yeah. Honestly, it just seems that raise dead has a "never use this spell" flag attached to it. Invisibility potion + five minute walk doesn't seem like a comparable tradeoff to gem + 2.2% target xp... That's a difference of a fairly insignificant sum of gold and five and a half extra hours of RP for a 10 character.

                    RPing a healer and knowing that there's a pretty huge difference between the two means I would never, ever screw someone over by casting raise dead unless explicitly requested. I'd rather my character take a 2% xp hit than the person I'm trying to serve.

                    Comment


                    • #11
                      I like the death rules.

                      I know you were all waiting for my opinion, so there it is.

                      ...You can close the thread now.
                      Pyras: Red Wizard of Thay, High Arcanist of Illusion, Master of the Enclave's Knight Commander.

                      Currently taking apprentices, and conducting research.

                      Comment


                      • #12
                        Wow, people are still complaining?

                        I think the death rules are well balanced.

                        *runs to his computer to see if his characters are missing or missing levels from reading the other post*

                        Comment


                        • #13
                          Well done rules! Enough of a bite to "encourage" folks to play sensibly, without going overboard in the opposite direction...

                          I appalud them wholeheartedly!

                          Comment


                          • #14
                            I like the new death rules not to harsh but with enough edge to make you fear death .
                            Thanks to Saulus and the team for this
                            Last edited by Slaneshza; 02-12-2008, 07:06 PM. Reason: typo

                            Comment


                            • #15
                              Originally posted by Unholy Carp View Post
                              Nope.

                              Yeah. Honestly, it just seems that raise dead has a "never use this spell" flag attached to it. Invisibility potion + five minute walk doesn't seem like a comparable tradeoff to gem + 2.2% target xp... That's a difference of a fairly insignificant sum of gold and five and a half extra hours of RP for a 10 character.

                              RPing a healer and knowing that there's a pretty huge difference between the two means I would never, ever screw someone over by casting raise dead unless explicitly requested. I'd rather my character take a 2% xp hit than the person I'm trying to serve.
                              I suppose that does hold some merit, and if I find that this adversely affects Clerics in terms of their abilities then I might make small adjustments, however the ruleset I have written in the OP represents the difficulty level that the current system will remain at.

                              There has been enough time for me to consider all the factors at hand and to come to a balance of what I think is best.
                              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

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