Author Topic: Death and Dying Penalty  (Read 2584 times)

Legacy_Urk

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Death and Dying Penalty
« Reply #60 on: September 12, 2010, 08:59:43 pm »


               It's not a PW. It's a campaign, Urk's Greyhawk.

'<img'>
               
               

               
            

Legacy_ffbj

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Death and Dying Penalty
« Reply #61 on: September 12, 2010, 09:28:49 pm »


               Mine is a bit of a hodge-podge.
You start at 3rd.
Up to 5th level no penalty or loss of items.
6th-12th normal penalties for respawn about 20% xp loss and possible loss of item.
After 12th you get a running total up to 10 deaths. Then you incur nagging-wounds.
Once you have nagging-wounds and get dropped you fall in the field and cannot respawn, you need to get a raise dead, or wait for the next reset. Also you need to drink an elixir of life to get your nagging wounds down below 10 or else you cannot rest, and if you fall it's the same story all over again.
               
               

               


                     Modifié par ffbj, 12 septembre 2010 - 08:43 .
                     
                  


            

Legacy_Genisys

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« Reply #62 on: September 13, 2010, 01:08:50 am »


               One time, I spent 4 hours working hard to get an item, and believe me I do mean freaking hard..

The sad thing is, it only spawns one time out of 10 (roughly maybe worse).

Then after spending those hard 4 hours of enduring some rough riders, I finally beat the boss, no easy feat, to find it had no item drop THIS time..

So I endured the adventure a few more times, lucky for me on the 4th time around, 16 total hours of playing, I got the item. (A really good Paladin Plate)

I decided I had had enough of those meanies, so I went to another area, but I wasn't prepared, and I died...

My 16 hours of work vanished as I lost my platemail at death, to add insult to injury, I lost over 200,000 gold, to make matters worse I lost 12,000 XP, and when your only getting 20 XP - 200XP a kill, that's A LOT..

Not only did I lose my 16 hours of work on the monsters for that one item, I also lost the time it took to get the 12,000 XP (don't care to calculate that), and all of the looting / selling items to come up with over 200,000 gold..  (Considering stores are capped to buy at very low gold, that takes a long time.)

':sick:' Lame <<<That all there is to say really..

I learned to stop complaining, so I left, and I never went back..   <><>

               


                     Modifié par Genisys, 13 septembre 2010 - 12:11 .
                     
                  


            

Legacy_ffbj

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Death and Dying Penalty
« Reply #63 on: September 14, 2010, 04:19:42 am »


               Oh well.  I'm sure we've all had those sorts of things happen.  Here's my entry, not nearly so spectacular as yours, but probably more hopeless.



I died, barely, at a low level and lost my weapon and armor and was naked freezing in the snow and reduced to begging.  Due to exposure and lack of food I fell asleep and my feet froze and many toes had to be amputated.  Well, somehow I never felt like going back there either.
               
               

               
            

Legacy_WebShaman

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« Reply #64 on: September 14, 2010, 09:53:33 pm »


               I'm with the Shia, Sharona and Ben crowd here.

I have played on a Perma-Death server before (very strict RP server, no XP for monster kills, no quests, etc, only DM run and XP awards).  It was very slow leveling (highest level was a Paladin level 6, and that player had been playing for 4 years - no joke).

Was it fun?  As Ben pointed out, when you have the right chemistry between players and DM, you bet it was!  The added danger of permanent death sure did affect how we reacted to our environment.  That was the biggest eye-opener for me.  One really had respect for any and all dangerous encounters (nothing like having a kobold crit you O_o).

Would I recommend or force this on anyone?  Nope.  As Sharona so eloquently pointed out, what I may (or may not, for that matter) like may not be what others do.  Sharona's comments leads me to believe that she is one HELL of a PW Owner.

I like your philosophy, Sharona!

And Ben, I would adventure with you anytime!
               
               

               


                     Modifié par WebShaman, 15 septembre 2010 - 09:25 .
                     
                  


            

Legacy_HipMaestro

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Death and Dying Penalty
« Reply #65 on: September 15, 2010, 12:58:41 am »


               I guess I'll officially check into Genisys' chat room.

My main experience, my legacy, has been with RTS.  Having played that type of server for eons I have come to fully accept lag death, loss of hours of building up a character, discovering all the neato items... you know the drill.  I've eventually become oblivious to the grind.

But true RPG introduces an entirely unique and interesting facet to play on-line.  The building, advancement, accrual of gold and items... well, it all seems secondary to the team play concept.  And it is in that respect that I have really developed a whole new level of enjoyment.  "Team" play in RTS was essentially a manic rush to attain godhood, just not my particular cup of tea (the coffee kept me up nights).  I always loved that guy who haked a bow that could shoot one-hit kill arrows from a screen away.  Gee, now THAT was fun.  Let's do it again, eh?

So the death scenario adds enough significance to the D&D gaming experience that it is worth enduring the inconvenience of restarting from ground zero.  And yes, I've lost lots of high-level characters along with their priceless inventory many, many times.  What it (permanent death) DOESN'T affect is the joy and appreciation of getting another shot at rejoining... immediately.  Just incarnated with a new mantle. Shoot! Wish RL was that way.  Present your get-out-of-jail-free card and receive a simultaneous refund.  I do enjoy that low-level, living-off-the-land, scraping-by by your fingernails, survival mode of game play.  Somehow, it seems so appropriate to me personally.

But then again, I can fully understand how those who feel cheated when they have vested so much into development and experience sudden termination to all their aspirations.  I believe that at higher levels, the refinements of building (planning feats, timing dumps, etc.) can become an extreme extension of one's creativity and it's hard to watch it all get flushed down the drain. Too bad the gaming technology hasn't advanced to the point that the office tools have and create a temporary back-up when latency strikes.  Thank God for back-ups!

My next character will definitely simulate that unshakable naked mage variant I used to love to play so much years ago.  Sell everything I find, drop it on the ground and dazzle them with the sinewy esthetics of my fleshy, fragile yet agile frame.  BTW, can a drow get a suntan?  What color do they turn... maybe avocado? '<img'>

Bring on the PvP and ear drops!  *lol*
               
               

               


                     Modifié par HipMaestro, 15 septembre 2010 - 12:08 .
                     
                  


            

Legacy_Genisys

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« Reply #66 on: September 16, 2010, 06:19:51 am »


               ear drops? *slaps forhead* oh my word..
               
               

               
            

Legacy_WebShaman

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« Reply #67 on: September 16, 2010, 09:26:42 pm »


               I like ear drops.  Especially if one gets a good reward for them! '<img'>
               
               

               
            

Legacy_Shadooow

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« Reply #68 on: September 16, 2010, 09:30:06 pm »


               On one server there was possibility to cut off head, forcing victim to respawn. After some time they removed this feature though.
               
               

               
            

Legacy_B_Harrison

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« Reply #69 on: September 16, 2010, 09:35:39 pm »


               If you beheaded someone and they came back to life, would they have two heads, a dead one and a live one? What if it happened over and over again? Would the world one day be nothing but a vast and gory wasteland of severed heads?
               
               

               
            

Legacy_FR Mulm

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« Reply #70 on: September 16, 2010, 09:52:16 pm »


               

B_Harrison wrote...

If you beheaded someone and they came back to life, would they have two heads, a dead one and a live one? What if it happened over and over again? Would the world one day be nothing but a vast and gory wasteland of severed heads?


Reminds me of Jersey Shores......
               
               

               
            

Legacy_HipMaestro

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« Reply #71 on: September 16, 2010, 10:43:10 pm »


               

B_Harrison wrote...

If you beheaded someone and they came back to life, would they have two heads, a dead one and a live one? What if it happened over and over again? Would the world one day be nothing but a vast and gory wasteland of severed heads?

OMG!  The madness is invasive!
A penalty with global implications '<img'>
               
               

               
            

Legacy_tmanfoo

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« Reply #72 on: September 17, 2010, 11:03:08 am »


               I really have to add to my previous post.  Given that I've grown up a lot since I started playing NWN, and I have very little time to play, at least in comparison to when I started.  I abhor hurdles to progress.   I like a challenge, but if you take all my stuff on the off chance that I die, I get pissed.  I worked hard of that stuff, and it's mine.  It used to be that I had 84 hours/week to play, and now I have less than 6/week to play.  



So I really want those 6 hours/week to be as productive as possible.  My recent **** about things is when you make me stop playing for 24 hours because I died.  I know this doesn't jive with the hardcore 12 hr/day players who have 400 characters.  But hay I donate to good mods that don't employ frikkin' retarded mechanics.



I guess I’m trying to say that the NWN population is aging, and has less time to screw around every day.

               
               

               
            

Legacy_Shadooow

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« Reply #73 on: September 18, 2010, 10:54:02 pm »


               

avado wrote...

While i never considered perma death at all, ever, i dont think it has any place in an online game, ever.

And how we could forget about Diablo ? I never played softcore as it was senseless for me, I was always playing HC where were better prices too. And PKers... And death due to lags... Still many peoples preferred it over SC as it was the only element that made the game interesting, without it, it was the same all over again.':alien:'

And note there wasn't chance to resurrect...
               
               

               


                     Modifié par ShaDoOoW, 18 septembre 2010 - 09:55 .
                     
                  


            

Legacy_Mirgalen

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Death and Dying Penalty
« Reply #74 on: September 19, 2010, 09:34:11 am »


               

Urk wrote...

My world is PnP style. Perma-Death. You die... you're dead. Unless someone in the party cares about you enough to raise you (which happens quite often, BTW; NWN players are a pretty generous lot). Is that enough of a death penalty?

I never have a great deal of trouble finding players, but I definitely draw from the old-school RPers. Munchkins HATE my game.


The very reasons why Urk is still my favorite DM.

I still play the game the way we played AD&D where we had 3 key objectives:

1. Roleplay your character the best you can (I had to sacrifice Mirgalen (LG Ranger) once we faced a Spectre to allow the others to flee. To my surprise they found a Djinn and used a wish he granted to save my character.)

2. Stay alive (consider death a permanent thing, a raise dead could come too late or a system shock roll fail) 

3. Gain experience and over time you may grow in power.


I don't really see the point having a character level 40 or even 20 if the character died 25 times in the process (being raised or using the respawn button).

I wish people would still play this game the way it was intended and less like a console game. Perhaps then they could see that some lessons they may learn in the game can be applied in real life.  
               
               

               


                     Modifié par Mirgalen, 19 septembre 2010 - 08:36 .