The main gripe I, or I think, anyone can really have about this server, is that at times, the death penalty is entirely too harsh. That's the answer I have tended to come up with in any case, but looking back, maybe it's not so much the truth. The real issue, as I see it now, is that it is so easy to die. One single mistake or misclick can kill you. Choosing to heal your partner out of OOC niceness, or entirely IC benevolence can trigger a half dozen AOO's and end up with you dying instead. It's the sort of thing that, as it stands, can ONLY be learned the hard way. Other times, the enemy just gets a lucky critical for a ridiculous amount of damage and instantly kills the character. This is paramount to throwing a Phantasmal Killer at a PC, and then when they die, just saying 'whoops, it happens sometimes' - which is pretty much the current attitude on critical hit deaths. Some people aren't naturally good at questing, and constantly dying in order to learn is extremely frustrating - especially when it actually interferes with the character, which in some cases, it does. Contrary to popular belief, occasionally it may require a character to be a certain level to carry out their goals, even if it's just casting a certain spell or having a certain skill at a certain point or just being a proper badass.
So here's my proposal, and I can think of several other ways in which it might work better, but this is the basic idea I'd come up with. Pretty much any of the details can do with being changed though, really.
Instead of characters dying when reaching -10 HP, they should die at -30. Instead of bleeding out 1 HP at a time, they should bleed out -3 HP at a time.
Essentially the character will bleed out at the same rate as he would normally. He'll just bleed out -more often-.
It's sacrificing a bit of realism for the sake of fun, but sometimes you have to do that, right?
If the character is going to die from the enemies standing over him, he's going to die anyway, but this instead gives healers a chance to notice that the character they would have been watching (had their OOC attention not drifted for a split second to something else), can still help the bleeder. Although given this system, the healer may have to expend a bit extra resources for the sake of helping the person, I think it makes plenty of sense to be that way. By this system, bringing a person back from the bring of death would require a greater expenditure of energy to save the life. Using Medicinal Herbs to save the person's life would still be an option, but instead would require a -greatly- increased DC, probably based on how many HP the bleeder -doesn't- have.
It's not how the system works in PnP, no. But in PnP, the player has time to think. In NWN, a round is six seconds. And in the heat of the moment, it's hard to decide if you should, run, turn invisible, heal, or drink that buff potion, and so when you're -dead- the next moment, it can be a royal pain.
Refinements, criticisms, etc are welcomed. If you shoot it down, I'd prefer a bit more than 'the death system is fine as it is' as a reason, because quite frankly, I don't believe it is, and I'm sure others don't either.
bitchbitchbitchbitchBitchbitchBITCH amirite?