Re: Permadeath tokens
Posted: Thu Sep 29, 2016 10:42 am
I'm pretty sure Negs intended this as an optional measure, not a compulsory one. Thus, only those who want to participate in permadeath have to take a token.
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Yup. That's correct. Optional measure, if you don't want it, don't take the token.Tsidkenu wrote:I'm pretty sure Negs intended this as an optional measure, not a compulsory one. Thus, only those who want to participate in permadeath have to take a token.
Well, I'm sure that the thought of a fire beetle of doom that may suddenly spawn near unanttended character and eat one of the lives would help a lot.Kauaiian wrote:Interesting idea. And something that would definately put pressure on you, as a player. But question, what stops someone from collecting XP when they log in, not put on the AFK tag, and just leaving to go do the dishes or clean the house? Is there a mechanism or script that stops the PC from collecting that free xp if they dont move anywhere?
I gotta say on Arelith that was "in-game" hour, not an RL hour. However, the xp started trickling roughly 30..60 minutes after you logged on. Also, for all I care this feature could also disable quest xp and exclude char from rcr/twinking too.chad878262 wrote:Do we really care at that point? The Perma character is only gaining xp, not gold or items. I'd say if a DM sees it they could punish for it, but otherwise they aren't going to level very fast at 20 XP/HOUR... That's 9500 hours to level 20 and 21,750 hours to level 30 if they just stand around collecting xp. If someone wants to wait 3 years (906 days off being logged in every hour with no down time) to be able to say "look at me I have a level 30 perma death character" more power to them.
I personally wouldn't play this way, but many players would enjoy it so I would have no issue with the option being there.
I think people will keep getting lucky and rolling that 5% on the first time.Calodan wrote:What about treating the PC like a wand that is recharged? every time you die the percentage that you will not wake up goes up? Could start with a low number say 5% rise each time? Then as the system grows and people get used to it could raise it to say a max would be 15%? Of course if you make it exactly like the wand system 20% per death I think most people would only live twice.....those wands break at 40% like 100% of the time! Ha ha reminds me of a joke........Could be done either way.
"DeathCounter" could be increased either while being killed (meaining, raise or no raise, you're one more step closer to permadeath), or when you talk to murkyl and ask to be sent back (meaning if someone raises you, you're safe).
Somehow first option (when you lose a life regardless of being raised) sounds more fun to me. Also, for extra fun both options could be implemented at once. Meaning you lose a life when killed and one more when you ask to be sent back.
Meaning you can survive 10 deaths if someone raises you every time, and only 5 if nobody helps you.
Well if it is like a wand then yes it would only go up 5%/death. After 5-10 deaths you would most likely die at that point. If you double that to 10% then it is 2-5 deaths. I have very few wands that make it past 40%. I can usually recharge 2 times then they break. So once a PC reaches a 40% mortality rate they are most likely going to die. You die 40% of the time 100% of the time! At least that is my experience with wands. I have 1 charge on it and I go to re-charge it and that little 40% pops up in the log and I hit the lever....*BOOOOOOOOOM* Wand gone......I think people will keep getting lucky and rolling that 5% on the first time.
Have you heard me complain about the loot drops and how I never get a good roll....then YES! I LOVE THE DICE ON THIS GAME!!!Have you met the NWN2 diceroll logic?![]()
Well, the way I see it, nobody forces you to pick a permadeath character.Blame The Rogue wrote:permadeath isn't my thing, though i
I'm fairly sure that D&D 3.5 had something similar, maybe as an optional rule.Mallore wrote:I believe it was in dnd 2e. That's suggested a character can only be raised a number of times equal to its unmodifed constitution stat.
So 12 con is 12 raises.
As I said, I played this system. It actually adds to your experience quite a bit. It gives you a very very very good reason not to act in a rash fashion.Mallore wrote: not does it add to the experience I think your idea sets out to do.
Level one, and if xp bonuses are in, character might as well be excluded from RCR or even quest xp too. If the class is rough in early game, well... be very very careful with it or don't pick it?Mallore wrote: Would your tokens start at level one. Or start at level 10? After all some classes are very rough in the early game.