Open Discussion: Dying and Penalties for Death
Posted: Wed Jun 07, 2023 10:22 am
Hi all,
We had this discussion a bit on Discord but it would be good to have it here for future reference.
I'm interested in hearing what ideas people have on a penalty for death on the server. There were a variety of suggestions and all of them have some merit, but also costs/benefits and so it's worth discussing them.
The design goal of a death penalty is to keep people from just "facerolling" hard content until they win. We want to disincentivise people "brute forcing" content, as this greatly devalues the feeling of risk in the setting.
With that in mind, these were suggestions:
1] Have items dropped on death.
Items of value to the player can be incentive enough to players not to do this. This is simple to implement and Problems include the fact that some classes are more item dependant than others. Casters still maintain effectiveness if they don't have a staff for instance.
2] Have items damaged on death.
Armour, rings, and other gear could be damaged on death and require repair before they have their full effectiveness again. Something akin to form of resurrection sickness, this would require recovery from the player until they are fighting fit. It was suggested the item could be random. I'd suggest we could have a table for each type of class ("martial", "arcane caster", "divine caster" or some sensible other categorization), which would have a higher chance for items more meaningful to the class, but still moderately "random" (not actually random, obviously)
3] Have experience lost upon death.
When a player dies, resurrection or being raised is a traumatic experience. It leaves scars on the soul in the same way injury leaves scars on the body. So one traditional D&D way of having this be impactful is the loss of experience. This is by far the easiest thing to code, however, it has its own problems. Losing large chunks of progress because of a poor die roll out of the blue, especially since some items can have large critical hit multipliers. If we went this route, I would propose we have it lose the progress to next level at lower levels, and a % of it as you increase in level - and then if you had no progress to the next level, then you would drop down a level (appropriate amount of XP as you would have lost with the %).
---
These are, of course, not the only possibilities, please feel free to share other ideas if you have them. I welcome your thoughts.
We had this discussion a bit on Discord but it would be good to have it here for future reference.
I'm interested in hearing what ideas people have on a penalty for death on the server. There were a variety of suggestions and all of them have some merit, but also costs/benefits and so it's worth discussing them.
The design goal of a death penalty is to keep people from just "facerolling" hard content until they win. We want to disincentivise people "brute forcing" content, as this greatly devalues the feeling of risk in the setting.
With that in mind, these were suggestions:
1] Have items dropped on death.
Items of value to the player can be incentive enough to players not to do this. This is simple to implement and Problems include the fact that some classes are more item dependant than others. Casters still maintain effectiveness if they don't have a staff for instance.
2] Have items damaged on death.
Armour, rings, and other gear could be damaged on death and require repair before they have their full effectiveness again. Something akin to form of resurrection sickness, this would require recovery from the player until they are fighting fit. It was suggested the item could be random. I'd suggest we could have a table for each type of class ("martial", "arcane caster", "divine caster" or some sensible other categorization), which would have a higher chance for items more meaningful to the class, but still moderately "random" (not actually random, obviously)
3] Have experience lost upon death.
When a player dies, resurrection or being raised is a traumatic experience. It leaves scars on the soul in the same way injury leaves scars on the body. So one traditional D&D way of having this be impactful is the loss of experience. This is by far the easiest thing to code, however, it has its own problems. Losing large chunks of progress because of a poor die roll out of the blue, especially since some items can have large critical hit multipliers. If we went this route, I would propose we have it lose the progress to next level at lower levels, and a % of it as you increase in level - and then if you had no progress to the next level, then you would drop down a level (appropriate amount of XP as you would have lost with the %).
---
These are, of course, not the only possibilities, please feel free to share other ideas if you have them. I welcome your thoughts.