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Re: Open Discussion: Dying and Penalties for Death

Posted: Wed Jun 05, 2024 6:42 pm
by Aurelia Haeryn
Maiyannah wrote: Wed Jun 05, 2024 2:15 pm
I would have to meditate on the effects for Minor Wounds and Major Wounds, but how does this system sound?
I think it sounds a lot more reasonable than a lot of the systems that get used, especially the ones where it's layering about five different kinds of death penalties on top of each other or it goes from nothing to completely buggered instantly.

Re: Open Discussion: Dying and Penalties for Death

Posted: Wed Jun 05, 2024 6:45 pm
by Maiyannah
The balance I'm doing here is that I want it to be a meaningful malus if you die, but not something that puts you out for a huge amount of time, either. I want it to be crippling, but not removing the character entirely.

I will probably make the list of injuries harsher if you were slain by a player, to prevent people from constantly coming back.

Re: Open Discussion: Dying and Penalties for Death

Posted: Thu Jun 06, 2024 1:25 am
by Ouroboros
This seems an apt solution to scenarios I've seen on other servers where players will just cop the death and immediately run back to continue throwing themselves at a given problem, where largely the only deterrent is a rules system that warns against such behaviour but is then never enforced.

If you really wanted to discourage that behaviour, you could even program in certain maluses that are statistically more likely to occur, or can only occur, if you already have a wound and have died within a certain amount of time recently; "You've died in the last half an hour and have a -2 Dex malus as a result. You have chosen to run back into combat and have died again, which has resulted in a -6 Int malus that can only be obtained by dying with an untreated wound."