Warath wrote: ↑Tue Dec 03, 2019 12:31 pm
1. Is there an option at a later date to have some sort of indicator/coloring on a players name to indicate they are a permadeath character?
4. Is anyone interested in creating a permadeath guild?
Ewe wrote: ↑Tue Dec 03, 2019 1:06 pm
4. Perma Only Dungeon?
An end-game dungeon that can only be accessed by perma characters? Not sure how this would work lore wise, but it would give some incentive to people trying to level up one without giving any direct mechanical advantage.
I will start with the following:
With the system as it is implemented, I am perfectly fine with.
However, I do not believe it should be changed in any way regarding the above suggestions.
Warath's suggestions would be prone to abuse in. As Doom has put it, this whole debacle should be a private affair for the player doing it and the player above. Other players and even DMs (without having to var dive at least) should not be able to tell who is and isn't of "Mark of Death" alt-ruleset, nor should the player be able to produce any kind of proof that they are until the last death.
This will protect us from whatever sort of discrimination that might happen - be it in form of people avoiding the character for not wanting to deal with the pain of forming a friendship for that to abruptly disappear, or DMs/guilds favouring PCs who have it and ignoring everyone else who doesn't.
In fact, if this was provable in any way, I can imagine intrigue guilds demanding it in some way to ensure they can permakill traitors in a mechanically enforcable way without going through the DMs. While yes, PvP cannot perma someone, it doesn't take much challenge for a bit of OOC peer pressure to force someone to pve die enough times for it to kick in.
For Ewe -
The system should have absolutely no incentives to it.
It is a classic policymaker's trick to do the following.
Policymaker wants people to do a certain thing, but they cannot explicitly force anyone to do it.
Policymaker implements a system that rewards those who do a certain thing.
Some time passes.
Policymaker implements a general negative policy that affects everyone. It just so happens that the system they implemented some time ago happens to cancel out the negatives of this system!
Essentially, they managed to make a policy that implicitly punishes deviations from the certain things, without it being written anywhere.
In our case, we can have such happen by having devs/admins, over time, replace current end-game dungeons with permadeath ones - not at once, that'd be too obvious, but in a manner of a slow fall.
While yes, they could change the rules as it is, making such an explicit rule change at once is bound to have repercussions that even mellow people would have issue with. A slow fall however can make those with mellow opinions side with what appears to be the status quo if introduced slowly enough.
I believe one must examine a system and see how people with an agenda can use it to encourage their own agenda.
So once more - current system is fine, but it should remain 100% private with no way for players to tell at all, and for a DM to tell - they must go var diving. It should also have no incentives to it, for incentives can be used to balance out general nerfs, making deviations suffer implicit punishment.