Death penalty.
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@Swifty:
Also, I have yet to see a single cleric use any healing spell on a PC in the middle of a fight. Weird huh?
hmm. yeah. it's usually more than one.
ya know, theres even been ones whose entire goal in life was to be known as combat medics, and didnt even bother memorizing anything except Hammer of the Gods and healing spells. Nope, no buffs.and lets not even mention the various Ilamteri clerics who would stand in rank 2 in Robes casting cures
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What games said. I will say, these days I've seen a wealth of battlepriests, from pretty much every deity, including those who probably wouldn't have battlepriests.
Clerics that heal are few and far between, because most would simply like to play a fighter that can buff themselves before entering battle, whether it makes IC sense or not.
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Things go in phases.
This month its Battlepriests
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Oh hey, if people keep dying or retiring before I am fast enough to get something going with them I might put Robert to rest for a while and become a, should I say true priest? One that would actually heal, I have never done it in NWN but I am always game for trying something new. Only if I can't get something going with Robert or if someone kills him.
No applications needed to be a priest right? I am still affraid of them.
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I think the death penalty is perfectly fair. However, not enough people take it serious enough as is. Obviously many players RP being knocked unconscious, myself included, which is fine, but I seem many people who basically ignore that people even got "knocked out." I almost always try to RP guarding the body, checking there pulse, helping them back to there feet or what have you, but thats for another topic.
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@Swifty:
At higher level's any melle using any potion will most likely die from AoO. This is true since a melle shouldn't need to use any potions in the first place unless he's getting his butt kicked bad enough that he can't wait to heal after the fight. Wands however are allright, but only for people who can UmD. Also, I have yet to see a single cleric use any healing spell on a PC in the middle of a fight. Weird huh?
AHAHAHAHAHAHAHAHAHAHAHAHAHHA
Zomg that made my day, ridiculous. It's like you play a different game, Swifty.
To be perfectly serious here, that is so completely false it bends the very framework of reality. Any high-level frontline character pretty much relies on potions for healing unless he sticks to easy-as-pie quests where he can get around zapping his fancy 1-Ranger level CSW or UMD/Rogue healing wands. Real frontliners on real quests drink and have to drink potions, both for healing and to rebuff, all the time since mostly no-one seems to bring healing wands to use on them while they're fighting. Using wands yourself often takes too long with the level of damage you are sustaining, and eating the AoO isn't a problem if your AC is high and you start drinking early enough. The damage you take is outweighed by the fact you can pop 2 potions in 1 round.
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If you're getting hit so much that you need to use potions, only cure critical or heal potions work. This is true since the AoO outweigh the healing potion by a LOT. Not to mention they are extremly rare to find, even on high level quests and they are very very expensive. Infact, there was a debate thread before weighing the pros and cons on weither 2 potions+AoO was better then a single charge of a wand in the same round without AoO. Guess which one lost, a big part due to AoO?
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I don't think we do the same quests.
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Try the quests with orc veterans where a 30+AC means you only get hit -half- of the time. =D
Back onto subject though, yeah, the 40% exp lose is harsh, but it sure beats the alternative. Besides, who doesn't like more gold?!
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Pure fighter here. Drinks lots of potions in the middle of combat. No alternative, but it works.
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Try the quests with orc veterans where a 30+AC means you only get hit -half- of the time. =D
Back onto subject though, yeah, the 40% exp lose is harsh, but it sure beats the alternative. Besides, who doesn't like more gold?!
Playing as a barbarian with maybe 10-15hp above what a fighter of the same level would have but ac a good 3 or 4 less can be hell for this reason, drinking anything less than a cure critical (that noone on the server actually brews themselves) means i can trigger too many AoOs and the extra 15hp means nothing when its 3 or 4 orc veterans that can easily hit you for 20-30 damage at a time. That said ive only died once so far so maybe your leaving it too long before taking the potions. If you need to take a lot maybe run back for a moment to take them, as long as you move back to the frontline after it your comrades are going to understand the situation.
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It's death. Its normally more than crippling, usually it involves never being alive again.
So the penalty actually isn't too bad.
Made my day to of course not for the same reason …In a magical land with goblins and fairies where peaple don't stay dead and know that when they do in fact die it's not the end they just carry on on another plane,or a god sends them back to carry on there work....
Point of fact in alot of FR lore and games "heros" quite often come back from the dead to save the city,land (insert thing that needs saving).
In the single player campain aribeth comes back from the dead even more powerful than when you first killed her!!!
So massive xp hit on death reason=because the dm's say so not because death hurts. -
I miss Happy Fun time land. Why would DM's take that away after they obviously worked so hard on it?
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I'm not going to argue that losing a whopping chunk of xp doesn't suck. It does and is painful to have to do. However, getting a raise, rather than respawn does take some of the bite out of it, and of course, not dieing in the first place makes it better. Personally, I think the respawn at the body option has helped to keep some players in the lower levels longer. It's become common to accept, expect even, that players will respawn regardless of the situtation to finish the quest or what have you. I've only had to raise three people in the last few months, two after dm events, only one during a scripted quest. All the rest, folk have jumped at the respawn option, even when offered raises. It's become so commonplace, that even though I had far more than enough coin, my party during an outing was unwilling to drag me back to a temple to get raised, but rather I should respawn from 9 back to 6 to save having to waste the time of walking back to the city.
That aside, I would worry about changing the xp hit too much, for fear of a ratchet effect on levels. Making it lesser on under 6, will just get folks to 7 quicker, and from there push the levels a bit higher than they are now. The fact is, some folks are just going to be better at leveling than others, be it having more time, mechcanical knowledge, or just plain luck. The current system keeps the levels in check without going too far either way.
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@Amy:
…
So massive xp hit on death reason=because the dm's say so not because death hurts.no.
normally in FR, which, if you have forgettern, is what CoA is based on… if you die. you are dead. y'all rot. stink. fester and such.Only if someone has you raised do you come back... and if i recall (too lazy to go get my book) with some nasty messup.
Not to mention you can only die so many times.
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@Amy:
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So massive xp hit on death reason=because the dm's say so not because death hurts.no.
normally in FR, which, if you have forgettern, is what CoA is based on… if you die. you are dead. y'all rot. stink. fester and such.Only if someone has you raised do you come back... and if i recall (too lazy to go get my book) with some nasty messup.
Not to mention you can only die so many times.
Yes, basically. Dead == Dead. Even in the Forgotten Realms.
The exception are really important and amazing characters who make up the very fabric of the game world, bending and twisting the stories of the landscape as legends are created by their every action.
When your character is that amazing, the DMs will do exactly what the gameworld designers do–bring you back for some more awesome. Until then, you can respawn like everyone else.
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Acually I think the death penalty is a bit tame now.. it used to be upwards of 60% of your xp, and raise dead dropped you to half the xp of your previous level. Tell me the new ones sucks now :p
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@Amy:
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So massive xp hit on death reason=because the dm's say so not because death hurts.no.
normally in FR, which, if you have forgettern, is what CoA is based on… if you die. you are dead. y'all rot. stink. fester and such.Only if someone has you raised do you come back... and if i recall (too lazy to go get my book) with some nasty messup.
Not to mention you can only die so many times.
Yes, basically. Dead == Dead. Even in the Forgotten Realms.
The exception are really important and amazing characters who make up the very fabric of the game world, bending and twisting the stories of the landscape as legends are created by their every action.
When your character is that amazing, the DMs will do exactly what the gameworld designers do–bring you back for some more awesome. Until then, you can respawn like everyone else.
Moloch is telling you to become more awesome.
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@Swifty:
The exception are really important and amazing characters who make up the very fabric of the game world, bending and twisting the stories of the landscape as legends are created by their every action.
No.
There is no exception.those who come back have RaiseDead cast… and are messed up afterwards.
or
resserection cast, and are not messed up.... but they can only have that done once per Con point.Its very simple.
CoA is lenient in that it has respawn in addition. -
I said to H-E-double hockey sticks with it and hardcore mode! You die thats it, unless a DM says other wise. Might make priests come about more. I don't know…....