Flasmix wrote:If people want to do some sort of Permadeath thing, a token in your inventory that could activate it to 'On' or 'Off' would be the easiest way of going about it. The token doesn't start in your inventory by default, you have to pick it up from an NPC who explains what it means first. Thus; no accidental activates.
This way if I'm transitioning, I can turn it off so if there's some lured mob waiting right there for me I'm not immediately surrounded and mobbed. For added fun, make your corpse fully lootable! It'll be like good ol' UO where you can PK some miner scrub and loot their precious pick axe. (Then kill the pack horse)
Other option, is instead of immediate permadeath it gives you a permastrike. Server already has a 3 permastrike rule, thus you can play on a 3-life system type thing.
Whatever people choose, it shouldn't be forced on others and should be completely optional.
If you give me the option to have item loss but no character loss, I'll take it even if optional. I enjoy that type of thing. I risk valuable stuff but don't risk the gateway to enjoyment.
chad878262 wrote:What CR 15 area requires +4 gear for a level appropriate PC to explore? I disagree with that statement entirely! Now, what I would say MIGHT be required for SOME builds once you get to that level is utilizing consumables such as potions/wands of mage armor, barkskin, shield and heroism... However, that is ONLY if you are trying to solo area's rather than grouping up and have built an RP concept that is below average build wise. I have a level 15 Ranger PC with no muled gear (one of his long swords is a +1 elven, if I recall) so I am happy to explore said area if there is a concern on the balance.
CR15 means it should be balanced for a party of 3-5 level 15 PC's. If you are level 18 then the CR might be increasing to 17 when solo, so it will likely still be challenging if the build isn't fairly strong.
As to what 'wouldn't be so bad' and your friend... I question how they can ONLY get enjoyment by playing their one character and no other new concept will work... I further question how your argument has merit when in this very instance you use as example you admit the DMs allowed the character to live on. So it seems the existing rules with humans to make judgement calls in fact did work out for your friend and they continue(d) playing the PC.
EDIT: As to RP superiority, I have said in a recent thread that anyone who RP's with you would agree you're a superb RP'er. I can't speak for others, but personally I do not see pro/con perma-death as having anything to do with the quality of one's RP. We can all disagree on mechanical stuff without it having any meaning what-so-ever on one's skill at RP.
Frequently I've read that "Permanent death allows for more meaningful characters to exist" or "Permanent death is a MUST for an action to be worth anything" in this very thread. That seems to drive the point of "If you don't permadie, your RP is worse than mine."
aaron22 wrote:in your example 1 hoihe, and in relation to other posts you have made, i get the sense that you might be too attached to your character. perhaps i am not attached enough and why your RP may be better than mine. more consistent at the very least. but this is where we run into a great disconnect. If my character tries something "heroic" and fails and dies forever. at worst i would ponder how i could have done this and that better. why i choose this action as apposed to that action. but i would not feel a huge loss to self for the character. i have a whole real life that fills any void that the minor loss of a series of 1s and 0s could ever create.
this is just a little video game. it will go on with or without me and you. but is better with us all. maybe not me, sorry. im not going anywhere. it is also not dependent on any character either. not one. there are lots here. niches filled to the rafters.
have fun. its a video game.
Follow this line of thought to understand where value of a character comes from, and why their loss is considered a price too high for anything:
You have something you find key enjoyment in. Have it be something that you cannot replicate across multiple characters easily. Like, a certain perspective born from past events or a certain personality.
You CAN play multiple characters, even those without any hint of enjoyable traits - even I am capable of that (wow!), but doing so doesn't really provide anywhere near the same satisfaction or enjoyment as I get when playing Hoihe (with a rather peculiar set of experiences gained on the server that would never fly as a character backstory) or Cienea (with a rather peculiar experience gained in the first 2 weeks of playing that I cannot replicate) or Flora (to copy a personality would require copying the same character) or Liria (Combination of personality AND peculiar experiences!).
Sure, Chief Petty Officer Regina Skyler, Dr. Runa Kovacs (and she's as much of a literal idealized self-insert and as I can think of) or Vesur Thunden are fun, but they're awfully underwhelming as a actual characters for me. When I play them, I play mostly because I'm in that peculiar mood that those characters fit just enough to become net positive for my time investment to their play.
Lose any of those three and I permanently, as a person, lose a venue of enjoyment.
I already had that happen with Cienea thanks to Baystation 12's bullmanure and it's left its mark.
It doesn't even have to be this line of approach. It can simply be a case of possessing a character that you play as a pure observer rather than experiencer. As a pure observer, you have none of the issues an experiencer has, even if you are on the pure character side.
The idea for the above is the following:
You have 4 characters.
- Needs low emotional/intellectual investment and provides minimal stress (guilty fun character. Usually tends to be played in groups of friends as comic relief)
- Needs
high intellectual/emotional investment and provides minimal stress (non-intrigue, just classic D&D character that has no goals to change the server, just to make a name for themselves etc) - Needs low intellectual/emotional investment and has a chance to provide massive stress (Usually characters designed around mechanical player conflict. It's guilty fun like the 1st,but due to the way PvP happens there's a chance you'll end up dancing with the DMs)
- Needs high intellectual/emotional investment and provides you with a constant source of stress in exchange for feeling fulfilled if things go right. (Intrigue based characters, or simply those that seem to make more of a world-impact than become famous
You had a stressful few days. Of this list, who would you play?
Now, let's assume you don't do PvP and also dislike playing comic relief. You are left with 2 and 4.
On a good day, you LOVE playing number four, but things are going too shitty right now to afford the added stress.
So you play number 2.
But number 2 is permanently dead because of something that happened a few days ago and you can't. And part of what made number 2 so fun is the social interactions they had whether for you to observe or to experience. You could roll a new character but those interactions would be forced if replicated, and stressful reforming if not.
As for example 1,
Yes, this only worked because of vague ruling. And it required the breaking of that already vague and weak ruling. Creating mechanical systems to support that ruling or making it more strict wouldn't have allowed that, and the player would have suffered.
If the optional permadeath mode existed, the player couldn't have decided to request an overview of this ruling. The ship, to quote Neginfinity, would have sailed.
I suppose an option would have been to create a new character from level 1 with the same name and looks etc, but then you'd run into the "Play your sheet rule", and if your PC was a grand bard or scholar, you'll need the levels to have the ranks in skills to support your RP.