My stance on Regenerate not fixing undead arm or being petrified is...
You explicitly transmuted the body, or altered it through necromancy to a specific direction. The lack of X is not due to damage, and thus regenerate does not work.
If your arm gets dusted by disintigrate? Regenerate
If someone casts "Remove right arm of X", you will need
"Restore Right arm of X" casted at you
If treated as a curse, Remove Curse casted at you
"Grow right arm on X" casted at you
Use Wish/Miracle
If the spell used is not instantenous in its duration, Dispel Magic/Disjunction casted at you.
Regenerating the arm will not work in the above case. Perhaps, in case B or E, you might need to follow up with Regenerate.
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My thought on regeneration was that it was based on the soul of the injured person. Dismemberment would leave a part of the soul that doesn't have a physical place to be attached to, so the spell would correct this and regrow the body part the soul needed. In the case of a graft you are replacing a body part, and so you are reattaching the soul to this new piece. A spell of regeneration wouldn't make the graft pop off, but if the graft was removed before the spell was cast the arm would regrow as it would have originally. Curses and things that damage a body beyond the ability for regeneration would be damaging the soul as well, and cutting off a piece of the innate "blueprint" of how the body should be.
Passiflora wrote:
AS A DROW you will kill DUERGARS for like..... lvl 9 to 25. A DAMN LOT OF DUERGARS.
People are worlds apart in this. Some want pnp rulings, some want to play a masochists dream, others are content and i got totally lost in the regeneration debate.
Is it too hard for people to request having self imposed consequences condoned by a DM? You have the creativity for it no doubt, or is it in fact that people now can't apply these consequences to others as i read it, which is the problem?
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One problem is that some people always imagine the extremes when a change is suggested. Suggest more consequences from death, and people jump straight to "OMG no! Everyone is gonna pvp me to permadeath on day one!". Even though that was never what was suggested. You are never going to find consensus for anything in an online community of size > 5, period.
I know from experience that I would feel closer to my character if he actually risked something, anything, by seeking adventure. I would prefer death consequences to be a universal law of our world, but I would still happily take an opt-in system over nothing.
I don't think many people are arguing. The only 'argument' I saw was people talking about how they thought of regeneration which was off subject, and kind of my fault.
The polls pretty much show that a large portion of the community want a more difficult option, and others want it to remain the same. There's no reason both can't co-exist as options when creating a character.
I think most of us trust the DMs to find a balanced system, especially since we have a dedicated QC team whom takes their time testing things. A lot of people are just discussing this as a hypothetical to gauge the negatives and positives because it helps the community reflect on all aspects of this kind of system.
In fact because of some of the discussion I've started leaning towards the idea of wanting one implemented. I just want it to remain an optional feature, rather than something that lays at the core of the server's gameplay.
Forcing this kind of gameplay on people is a bad idea however. Especially when you're looking at how old this community is, and how long some people have been here. Some people may simply not want to be involved in a perma-death system.
But having it as an available option I think would make everyone happy. Variety is the spice of life, after all.
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PaulImposteur wrote:I don't think many people are arguing. The only 'argument' I saw was people talking about how they thought of regeneration which was off subject, and kind of my fault.
The polls pretty much show that a large portion of the community want a more difficult option, and others want it to remain the same. There's no reason both can't co-exist as options when creating a character.
I think most of us trust the DMs to find a balanced system, especially since we have a dedicated QC team whom takes their time testing things. A lot of people are just discussing this as a hypothetical to gauge the negatives and positives because it helps the community reflect on all aspects of this kind of system.
In fact because of some of the discussion I've started leaning towards the idea of wanting one implemented. I just want it to remain an optional feature, rather than something that lays at the core of the server's gameplay.
Forcing this kind of gameplay on people is a bad idea however. Especially when you're looking at how old this community is, and how long some people have been here. Some people may simply not want to be involved in a perma-death system.
But having it as an available option I think would make everyone happy. Variety is the spice of life, after all.
As long as optional isn't turned into a passive aggressive "You are a terrible RPer if you don't choose the optional method." Of course, not as obviously.
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A character belongs only to their player, and only them. And only the player may decide what happens.
Hoihe wrote:As long as optional isn't turned into a passive aggressive "You are a terrible RPer if you don't choose the optional method." Of course, not as obviously.
that is more a investigation on the player base as opposed to mechanics developed to enhance RP. would you reflect that upon another? do you do it already with other RP enhancing mechanics?
Perhaps there are more creative ways to introduce 'realism' into the game than a higher death penalty? Things like: More application only PrCs (I know it would be a headache to enforce but it could lead to more considered RP), higher XP rewards but less frequent spawns, safer roads, more safe wilderness areas, Lower XP penalty for mixed class parties, more XP for parties of 3 or more. I don't necessarily agree that bigger punishments=more realism. If the goal is to move people away from the careless grinding then perhaps think about the structure more.
For instance: At the moment my level 10 toon can rarely find people his level that are doing anything more than grinding the same three areas over and over again with little in the way of RP (honestly how many times can you RP the same dungeon anyway?). Yet he can't really travel far beyond this because he's hemmed in on all sides by higher CR areas with no safe passage through, except by sneaking (which I have been doing a lot).
I just think if you have a situation where people are either chatting by the FAI or relentlessly grinding whatever the appropriate CR location is for their level, introducing higher death penalties isn't really going to break this trend or lead to a more satisfying experience.
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Hrafnar wrote:Perhaps there are more creative ways to introduce 'realism' into the game than a higher death penalty? Things like: More application only PrCs (I know it would be a headache to enforce but it could lead to more considered RP), higher XP rewards but less frequent spawns, safer roads, more safe wilderness areas, Lower XP penalty for mixed class parties, more XP for parties of 3 or more. I don't necessarily agree that bigger punishments=more realism. If the goal is to move people away from the careless grinding then perhaps think about the structure more.
To be honest, BG is quite safe compared to some other servers and has very slow spawn rate. Things like suddenly getting jumped by thirty enemies of your level (without DM assistance) don't really happen here. Instead, monsters are overbuffed (and are HP sponges), but combat is highly predictable without surprises. This is sorta countered by incredibly difficult acquisition of gear.
If xp was upped that would be great, though.
Either way... few people requested permadeath tokens, I remember posting this suggestion before too. Would be nice to see this happen.
Hrafnar wrote:Perhaps there are more creative ways to introduce 'realism' into the game than a higher death penalty? Things like: More application only PrCs (I know it would be a headache to enforce but it could lead to more considered RP), higher XP rewards but less frequent spawns, safer roads, more safe wilderness areas, Lower XP penalty for mixed class parties, more XP for parties of 3 or more. I don't necessarily agree that bigger punishments=more realism. If the goal is to move people away from the careless grinding then perhaps think about the structure more.
For instance: At the moment my level 10 toon can rarely find people his level that are doing anything more than grinding the same three areas over and over again with little in the way of RP (honestly how many times can you RP the same dungeon anyway?). Yet he can't really travel far beyond this because he's hemmed in on all sides by higher CR areas with no safe passage through, except by sneaking (which I have been doing a lot).
I just think if you have a situation where people are either chatting by the FAI or relentlessly grinding whatever the appropriate CR location is for their level, introducing higher death penalties isn't really going to break this trend or lead to a more satisfying experience.
I don't think those trends will really ever break. They're consistent with almost any game you play that has an RP community. Hubs like the FAI are also very common in any RP environment. Look at Taverns in games like WoW or even Cantinas from SWG. It just happens to be a place where social people tend to congregate.
The FAI has a lot of traffic, being such a prime location between areas.
I do agree with all of those ideas though. Quite a few people do I'd wager judging by how many times topics have been created with those subjects.
But a perma-death system is there to appeal to a different crowd, or some that enjoy both departments. There's really no reason those two ideas can't co-exist. They certainly don't have much overlap in my opinion. When it comes to functionality at least.
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PaulImposteur wrote:
I don't think those trends will really ever break. They're consistent with almost any game you play that has an RP community. Hubs like the FAI are also very common in any RP environment. Look at Taverns in games like WoW or even Cantinas from SWG. It just happens to be a place where social people tend to congregate.
The FAI has a lot of traffic, being such a prime location between areas.
I do agree with all of those ideas though. Quite a few people do I'd wager judging by how many times topics have been created with those subjects.
But a perma-death system is there to appeal to a different crowd, or some that enjoy both departments. There's really no reason those two ideas can't co-exist. They certainly don't have much overlap in my opinion. When it comes to functionality at least.
I'm sorry I realise that came across a bit ranty, that wasn't my intention at all. I didn't mean to criticise hanging by the FAI or even grinding for that matter, but rather point out that the polls question didn't necessarily equate to permadeath or harsher death penalty imho.
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