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PvP guidelines: looting the dead

I checked the PvP guidelines, and there is no mention of guidelines on looting. In the case of unmonitored (DM) PvP, what should one reasonably take from the corpse of the fallen?

While dry-looting is more reasonable in some ways, the lack of persistent storage is unrealistic, as people don't generally go about with al their worldly possessions on their back.

I generally limit myself to taking gold, potions or a specific item from the loser of PvP - or two of those (eg: gold and potions) in the case that I am the PvP defender.

In my opinion, since PvP would generally lead to a permadeath, drylooting is okay. In the scenario that it wouldn't be permadeath, it would be lame though. In any case, consult with the other player on the course of action, although ideally PvP should not occur without DM's.

Oh, if only everybody were so generous :roll:

Of course, anything left behind is a gift

If I kill a guy, or get killed. I expect nothing to be left.

I mean, even without persistant storage--I kill you, I steal your inn key, I go to your room, I rob it.

I agree - if you kill a person ( and its perma death ) I see no harm in looting them fully.

But, if persay there is a invasion in the city and afew people get killed, I woulnt say a dry loot would be alright there, beacuse thats just mean :(

Yes, in that situation you didn't even kill them. You're just acting like a vulture.

Just keep your minions close like Delgado, he's been killed now. . . 3 times I think but has always had his stuff guarded and been brought back by his wonderful little minions. Goes to show that Delgado has to be a really good guy >_>

This happened a number of times on City of Arabel , going as a group to defend and some turgid mungrel looting you taking the best you had.

What's worse (or better) the character that kills another and takes nothing or one that doesnt harm them but takes everything?

I'd be ok with free for all looting if there was a way to recover items, there IS the equivalent of 'serial numbers' for items for example in PnP with arcane marks etc (or just a label with a symbol in the corner for example) not to mention a number of divinations designed to specifically find items.

Permadeath i've never liked because it trivialises your character, why would you put all that effort into a character background and development thats just going to oblivion in the next rat hunt tomorrow?

On CoA Those invasions where death, if you died there consider your char over. :P

Drylooting people in above-mentioned examples of an invasion, would make me so incredibally pissed, that when I see someone grief (yes, I consider it griefing) another like that, I won't even hesitate to smite the person where he stands. I am sorry if that goes against principles or policy, but such acts are the lamest there are around.

And yes, here's from a guy that remembers CoA's slum invasions, and the vultures that just went looking for whatever loot they could steal.

Coldburn In my opinion, since PvP would generally lead to a permadeath, drylooting is okay. In the scenario that it wouldn't be permadeath, it would be lame though. In any case, consult with the other player on the course of action, although ideally PvP should not occur without DM's.

What is the basis for your statement that PvP should generally lead to permadeath? Unless a PC gets the OK and direction from a DM, I don't see how it's any different to get killed by a PC than a faceless monster.

As for looting a la "CoA Slum Invasions", that is not the question. It's specifically directed at looting following PvP. For example, assassinations or vigilante hits. But in that regards, yes - CoA was lame. DMs should have stomped on players looting in the middle of combat. I don't care if you have 40 points in HS/MS. People -WILL- notice you stripping the full plate off the fallen fighter. Quickly snatching up the coinpurse or his medallion - sure. But stripping the corpse down to its smallclothes? Gimme a break - I call that engine exploitation.

Forgive me if I wasn't clear. Yes, PvP as a term also includes the friendly arena duelling tournament.

I mean, deliberate PvP resulting in death. An assassination, a willfull murder, in any sense ensuring that you kill another player's character. In that case, the victim should not be allowed to come back by respawning, unless all parties, including the DM, agree otherwise. If a player won't come back, or can't come back, drylooting is NO problem, since the victim wouldn't miss out on it.

I'm a large fan of if you kill me, loot me. I'm dead what do I care? The server is small enough that the items can be tracked down in the unlikely event that the murderer is silly enough to leave a body behind.

If you're actually going to kill someone - you're killing them. You intend to destroy that character for some reason, if you murder someone and you don't want to destroy their character then I'd reconsider your actions. If I kill someone and I don't want it to be public I'm going to take the body feed it to pigs and get rid of the items. There are sometimes when permadeath makes sense, and it's the reason behind the PvP. For example when you're trying to make sure some information does not come to light. In this case, after you've destroyed the body and gotten away with the crime what happens when the person respawns and goes: This guy killed me because I was not supposed to blab about X and I did.

There is a time for permadeath in PvP. If you're killing someone then you're killing someone and it should be an action where you consider your other options before going through with the deed. So take all the loot if it makes sense and don't if it does not. RP it like you just actually killed someone and you should be fine.

Oroborous If I kill a guy, or get killed. I expect nothing to be left.

I mean, even without persistant storage--I kill you, I steal your inn key, I go to your room, I rob it.

If you aren't aware of how most hotels in less-than-safe countries work, you don't have an inn key. Your key is left with the desk clerk when you leave the premesis. So unless you kill the fellow right in the inn, you'd have litle chance of accessing his room without suborning the innkeep.

As for all this "I killed you, so you're permanently dead", nobody has put forward a single reason as to why it should be any different to be killed by a PC, as opposed to some critter. Goblins might cook and eat your corpse, a vampire might animate you, or a gelatinous cube might just absorb your body mass entirely.

This -ISN'T- a perma-death server, so I think it's a moot point. Unless a DM says you're permanently dead, you're free to respawn or get raised by someone collecting your corpse from the mausoleum. Would a DM please correct me if I am wrong?

Oh - as for PvP killing, I have engaged in PvP kills with a specific goal in mind - to steal a specific item, kill an individual for revenge (no looting, as that wasn't the point) or to actually GIVE them something (killing a minion of someone and leave a note for their boss, for example). I believe it is a bit narrow minded to think that any PvP kill MUST be dry-looted.

If I'm killing for the sake of removing a character from the picture be that the character is the head of an influential organization or a person that is about to testify agaisnt me in a trial then I'm hoping that they don't just 'respawn' at the mausoleom. Now I've no problems with that character coming back at a later time - weeks or months down the road, but there's plenty of character concepts out there and at times respawning just makes no sense at all.

This -ISN'T- a perma-death server, so I think it's a moot point. Unless a DM says you're permanently dead, you're free to respawn or get raised by someone collecting your corpse from the mausoleum.

Above all this is an RP server, and there are times where this action would not really be RP.

Perma-death after PvP is not enforced at all in terms of a server policy, and staying dead or returning is entirely up to the player of the dead PC.

That said, a style of play in which people respect when bodies are disposed of or hidden is something I personally encourage.

The main thing I keep an eye on as a DM is when dead PCs use their death as a way to get some advantage over the killer. If you respawn, it should not be instantly and you should have absolutely no memory of what occured.

What if another witnessed it, escaped and later told the respawned PC what happened?

LaBrea Above all this is an RP server, and there are times where this action would not really be RP.

Agreed - RP should be the primary focus. Sadly, most "evil" PCs are little more than an excuse to mug and steal one's way to l33t l3wt.

Howland If you respawn, it should not be instantly and you should have absolutely no memory of what occured.

So you should forget the man with the large flaming sword and distinctive full plate, who appeared in front of you and informed you that you shouldn't have served as a witness against his friend at a trial?

Icky
Howland If you respawn, it should not be instantly and you should have absolutely no memory of what occured.

So you should forget the man with the large flaming sword and distinctive full plate, who appeared in front of you and informed you that you shouldn't have served as a witness against his friend at a trial?

Obviously, if he kills you thereafter and you respawn - Yes.

Now, getting raised back from the dead afterwards should be an entirely different matter.

Agreed - RP should be the primary focus. Sadly, most "evil" PCs are little more than an excuse to mug and steal one's way to l33t l3wt.

Nonsense, not on this server.

Respawning -- don't do it immediately, and if you do do it don't use it as a means to get revenge on the murdering PC. You have no memory of what occured, if you're then told IC what happened by a witness you can believe that but nevertheless immediately setting about to get revenge on the murderer strikes me as highly distasteful.

Raise Dead -- no memory loss involved, but again I do not like to see PvP deaths treated lightly. If your body was disposed of or hidden, and subsequent to a reset you had someone take your body from the mausoleum to raise it, setting about to get revenge is likewise distasteful to me since it was a game mechanic that led to the corpse being recovered.

The main thing to keep in mind is being respectful of the person who killed you.

Making PvP death permanent was considered as an option for this server for a while actually, but we ultimately decided it'd be a bad move for various reasons.

I had a character with HUGE plans gt killed by an assassin over something he had only relitive involvement in. I really enjoyed the character and still wish I could continue on with him. But the difference between pvp death and gel cube death is that gel cube is a mindless ai.

I feel that its like that one character who managed to assassinate me changed the server somehow. (by stopping the changes I had planned.) This example can be said for many of such actions. The only time it would'nt be permanant death is when there is a logical way for my characters body to be found and revived.

If a player takes the time to murder you, and the PvP is fair, and no lag jumping or lameness happens in the mix, it is my opinion that under most circumstances you should stay dead. If your friend is there? and fights the brigand off, or someone happens to walk in or something, they can ressurect you should they wish. But if you are in the open caves, and PC Assassin whose been stalking you for days sticks a knife in your back and you die...stay that way :)

Reminds me of a favorite NwN moment

[Priest of Bane PC] *tosses the body over the rocky embankment, letting it impale itself over the jagged rocks far below with a smile*

--- 20 minutes later, Bane Priest strolls up to Torm priest --

[Priest of Bane PC] Behold the POWER of Bane, Tormite, your friend is dead and-

[Formerly Killed PC] *walks by in robes, glancing over*

[Priest of Bane PC] *sighs* nevermind...

Meow-Mix!

I don't like the idea of not remembering what happened to you at all, but then I also hate playing PC death and respawning as actual death. I always play it as if the PC nearly died but recovered. I can't stand it when I hear someone say, "I died yesterday, but I came back. I'm OK now." Death shouldn't be trivialized, even if it is possible to call upon the divine and raise someone. So, if I didn't die, but nearly did, why shouldn't I remember who attacked me? Of course, I'm probably so pummeled that it will take a long time to recover the strength to get revenge.

This is all assuming that I'm not going to respawn and immediately seek revenge. I wouldn't do that because it's cheesy. Anyway, is respawning to be considered actually coming back from the dead?

I may just be rambling about nothing here since I agree that if someone kills you in well RPed PvP you should stay dead.

My take's always been that respawning != death.

Your characters is badly, even critically wounded, at death's door. It's soul is given a choice: continue on, on a new journey, or return to your body to live on.

If you respawn, you haven't died. You're weaker because of the gravity of the injury that put you in that situation in the first place. It takes time to recover from something like that...

I believe it should be said that one should not forget that in a game, always

Fun > Realism.

So if there's really no reason to justify being an OOC ass by acting ICly, why doing so. However, sometimes I think killing off others and looting (partially/fully) is a necessity.. But please, be considerate that there's actually another player behind the character who also just is looking for some fun and distraction in a game.

My thanks for reading this..

I have had some experience in respawning and dieing and what not.

My general rule is this:

Being killed by a scripted quest = respawn (hopefully guarded by other players)

Being Killed by spawns = respawn (keep 200 gold in the bank at all times for this so you can gather your stuff with an invis potion)

Being killed in DM quest = this is a grey point, if it is part of the plot stay dead, if it isn't go ahead and respawn

Being killed PvP (aka you died and your head was cut off) = dont respawn (it isn't any fun for the one who killed you, long battle or not, to see the once dead walk again (resurrection is a different matter))

As far as loot goes;

when they are respawning = possibly gold taken and healing before they respawn (check your alignment)

when they permadeath = take all you want, rp is the only thing stopping you

Thats all I got to say on those matters

I think a good rule of thumb would be that if you're about to get into a PvP fight, you should establish some kind of rules OOCly beforehand. I wouldn't want someone to FD me if I was only planning to SD them, I think the same idea applies just as well to looting, and memory loss, and just about everything else involved in PvP.

I would try to decide beforehand with the person how far we were each willing to go.

Of course there are some situations where this obviously isn't warranted, such as during a chase where neither player really has time to send Tells, or during an assassination attempt.

But I suppose this is all largely because I would never intentionally FD someone and possibly bring about the end to their character without making certain they were fully OK with it all, and make it as fun as possible for them.

I play by the same rules LowestOfAllSinners plays by. I find those good rules to set for yourself.

Coldburn Forgive me if I wasn't clear. Yes, PvP as a term also includes the friendly arena duelling tournament.

I mean, deliberate PvP resulting in death. An assassination, a willfull murder, in any sense ensuring that you kill another player's character. In that case, the victim should not be allowed to come back by respawning, unless all parties, including the DM, agree otherwise. If a player won't come back, or can't come back, drylooting is NO problem, since the victim wouldn't miss out on it.

Rasputin was assassinated several times, to a certain fact by some of his killers. Rasputin (the mad monk) earned a reputation for having made dark pacts to grant him what appeared to be the capacity to raise himself from the dead.

In a fantasy gaming setting, no assassination or murder is any more certain. In fact, execution and incineration is even not immune... one never knows when one was not erroneously executing a simulcrum, doppleganger, polymorphed colleague, or clone... I realize some of those options are not available (strictly speaking) in NWN/EFU, but the options exist none-the-less, from a story-telling and RP perspective.

Rasputin was assassinated once. He died when it was over. This indeed, is the definition of assassination.

Now, they did have to poison him, beat him, shoot him, drown him, and finally freeze him to death before it stuck.

Oroborous Rasputin was assassinated once. He died when it was over. This indeed, is the definition of assassination.

Now, they did have to poison him, beat him, shoot him, drown him, and finally freeze him to death before it stuck.

But after giving him enough poison to kill 10 men, to no success, one of the would be assassins shot him in the head. He fell, appearantly dead.

The shooter went to report this to his colleagues and upon returning, found the corpse absent. The story goes on, leading into a colorful escape attempt by Rasputin, wherein he was shot several times, and again presumed dead, and thrown into a local river, which was frozen over. A hole was cut into the ice and he was stuffed down it.

When his body was discovered, drowning was determined to be the ultimage cause of death, and rigormortis of his frozen corpse captured his body in a position consistant with a man pressing upward against the ice...

My point being, at several points of that evenings events, Rasputin was presumed dead, by people well qualified to make such determinations. It is conceivable that any murder might fail, inspite of the would be killers care at insuring otherwise.

Aside from that, I prefer the model of RPG's as serial television, in terms of character mortality. If somebody is going to rub somebody's character out 'permenantly', they should make sure the other person is alright with that, and if they are not, they should commit the act in a way that creates some legitimate loophole for the victim to respawn within the confines of RP.

Thats just my opinion on that though.

I agree with you on this Leurnid - what you wrote makes a great deal of sense and a good way to approach it.

I think with players co-operating you can add a lot of fun and spice to the game and see that no-one ends up bitter and dissappointed.

Cheers

Just be sure that if you get killed cleanly in PVP that you don't come back and try to use the death as an advantage against he who killed you, in any way.

Whether that be reporting it to the authorities, telling your friends, making public sendings about it, or going after them for revenge, whatever.

If you come back and mind your own business where the killer is concerned, it's a lot more palatable.

Thing is, if the other player still isn't okay with you killing his character, but he continues to mock/ threathen/ obstruct you, or a goal, or whatsoever, the roleplay can't go on. Just finish the character already.

If someone ever does respawn, and claims he got killed, act like you would in real life. Imagine a guy running up to you, saying Bob the Candyvendor killed him, by stabbing him in the spleen. Would you believe that, even if he was your best friend? No, because he's standing in front of you, alive.

On what nestek said, "No bitter feelings, co-operating players are far more fun" - That doesn't do it for me. In that way, real roleplay can only come when a DM steers that way, possessing NPC's. Player versus Player interaction beats all, whether it's actually murder, or just bad-mouthing others.

There's probably plenty more I can add to this, but not now.

Metro_Pack Just be sure that if you get killed cleanly in PVP that you don't come back and try to use the death as an advantage against he who killed you, in any way.

Whether that be reporting it to the authorities, telling your friends, making public sendings about it, or going after them for revenge, whatever.

If you come back and mind your own business where the killer is concerned, it's a lot more palatable.

I get it from an OOC perspective, but how does this not make for really cheesy RP? I agree that the PC shouldn't immediately come running back and take another swing at the person who killed them, but I don't see how you wouldn't at least infer who had attacked you and start making some attempt to either get justice or revenge. What if you waited long enough (a couple weeks RL maybe) for everyone to think your PC was dead, then showed up again, soap opera style, with very little memory of what had happened? It probably is best to just stay dead from PvP.

It's far cheesier to magically return, but it's the player's choice to do so.

The tradeoff is that if you're going to force another player to give up on you being dead, you're going to have to give up on screwing with them as well.

One screw will likely have your character end up in the Fugue again, if that's for more. If I destroy a person's character, and he wants a second chance to come back, sure, I'd be willing. However, if you continue to do something that angered my character, you'll see yourself loading the Fugue again.

It's not a threat, it's a warning. Honest. :P

That quickly becomes not worth it, Coldburn.

We would prefer for people to play with consideration on both sides in the first place.

Handling death with courtesy and maturity counts when asking for perks too. I'm much more likely to vote for special races on someone I know isn't going to keep respawning from PvP and keep the character around when they shouldn't.

I highly encourage permadeath after PvP deaths. Someone earlier in the thread wanted to know the difference between PvP and spawn death. Generally, PvP is a story death. Might not be the way you wanted to end the story, but an actual person made an effort to take the story that way. Spawn deaths are generally much more random, and don't have as much meaning behind them.

One of the funniest things that ever happened to me was when I was sent a PM by a fellow asking if he could advance his character by attacking and destroying my character, because it would allow him to gain the respect of his fellow banites. At that time, I was playing a high level paladin. Except for the message asking permission, I'm just damned curious, because otherwise, the entire thing would have smacked of,I I'm a CE Barb! I smack everyone!

So the question is, of OOC courtesy....

Why should we give up a character we have worked hard for and spent many many hours on to somebody who decides he can advance in statures, monetarily, politically or otherwise, by your demise? There is little to no consideration for your enjoyment, rather, the person is considering his IC benefits.

If I'm playing a paladin, and I don't have any enemies or the fear that I'm going to be killed by some evil-doer, then I would most certainly be enjoying the game less than I would otherwise be. There is your enjoyment.

Just so, if I'm playing some evil priest, I would fully expect good aligned characters or enemies to work against me.

I do feel it's important to be honest about this, we the DMs are trying to build a story-telling server where IC-motivated, complicated, involving player conflict is a very large part about what makes the server tic.

If you're a high level PC on EfU, and you don't have a single IC enemy or adversary, I honestly think you're missing out on a lot of the fun.

So, in the situation you presented with the Banite asking you permission about attacking your paladin -- I'd say on EfU that what he planned was completely fine, except that here I'd say such a tell would be unnecessary or even crass if your character had indeed achieved a position of such notoriety.

(I assuming here you're discussing another server)

Yep, I am. And I'm not talking about the big evils, I should clarify, my post wasn't clear.

My would-be murderer was pretty low level, and was asking me to go out of my way to make myself vulnerable so he could murder/attack/loot me.

Howland has it.

It's also clearly stated in our guidelines that murdering another PC should be for valid RP reasons, as opposed to random nonsense.

Coldburn One screw will likely have your character end up in the Fugue again, if that's for more. If I destroy a person's character, and he wants a second chance to come back, sure, I'd be willing. However, if you continue to do something that angered my character, you'll see yourself loading the Fugue again.

It's not a threat, it's a warning. Honest. :P

Metro_Pack That quickly becomes not worth it, Coldburn.

We would prefer for people to play with consideration on both sides in the first place.

I'm sorry, I seem to have made myself a bit unclear. I am very considerative about Player vs. Player combat, and to be honest, I have never actually killed/ assassinated anyone, because I wished to see where the story would end us.

But in the case that, and I'm giving an example here, I play a Banite priest, and someone keeps telling everyone what a wussy Bane is, and his Priests are no more than wet towels, who couldn't even boss around children in the Kindergarten, and I ultimately would destroy his character as punishment, only to have him respawn and continue the laughing-stock, then I will just playerkill him again.

I don't think that's inconsiderate of me, but more realistic. I shouldn't ignore the things he say, slandering Bane and his Priests, just because he just died and respawned.

Whenever you have problems, danger, or things to strive for or against - you have a challenge. When you have a challenge - you have something significant you wish to do, aiming to complete it.

And there's the enjoyment.

But in the case that, and I'm giving an example here, I play a Banite priest, and someone keeps telling everyone what a wussy Bane is, and his Priests are no more than wet towels, who couldn't even boss around children in the Kindergarten, and I ultimately would destroy his character as punishment, only to have him respawn and continue the laughing-stock, then I will just playerkill him again.

That's what I meant too. It sucks having to re-kill someone over and over and over and over. It's like reverse griefing on the part of the respawner if they keep pulling a Terminator and screwing with you IC after they've been taken care of.

It is on that level that we expect consideration and good gameplay. We expect the killers to have good reasons and to be fair during the combat.

Metro_Pack
But in the case that, and I'm giving an example here, I play a Banite priest, and someone keeps telling everyone what a wussy Bane is, and his Priests are no more than wet towels, who couldn't even boss around children in the Kindergarten, and I ultimately would destroy his character as punishment, only to have him respawn and continue the laughing-stock, then I will just playerkill him again.

That's what I meant too. It sucks having to re-kill someone over and over and over and over. It's like reverse griefing on the part of the respawner if they keep pulling a Terminator and screwing with you IC after they've been taken care of.

It is on that level that we expect consideration and good gameplay. We expect the killers to have good reasons and to be fair during the combat.

Oh, do not think for a minute that I will be waiting on that player to respawn at the Mausoleum, so I can fugue him again. That's certainly not what I meant. What I mean is, once I have fugued someone for a good reason, that player could respawn as far as I'm concerned. I'll likely act as though nothing has happened, but if the other player continues down the same path that angered my character, he'll, in time, get the same treatment again.

I know what you mean, please re-read what I said without inferring random things.

Whoopsy daisy. My apolagies.

Kor'rsus Nah is a priest of shevarash. An elven diety whos clerics swear an oath to never laugh, nor smile until all the drow and Lolth are dead. In his description I have included the priest information, as well as the fact that the holy symbol hangs proudly at his chest.

I am in fact asking for trouble from PC drow.

You see, our DMs are very good...but the cannot be everywhere. So, I am giving our PC drow something to home in on. Should I respawn if one kills me? I don't think so..not one bit, not for one moment. You see, the drow -hate- surface elves, and we are -sworn- to ourselves and diety to kill them. If I kill one of them, I expect to never see him/ her again. Now what happens if he/ she respawns later? Sooner or later someone comes to me and says "TER IZ DROWZ IN TEH C1TY!1!". Later, I find this is the same guy I killed yesterday...how's the immersion now? I -have- to deal with you again, for oath and honor dictate it. Creates a wierd situation, doesn't it?

I have been playing Kor'rsus a while now. Would it stink to lose him? Sure, but I would do it. There will be other characters; try something off the wall, you never know, you may just find out you like it. How do I know? Kor'rsus was never a character I figured on playing. After all, I figured a two weapon fighting cleric would never live through the prelude. Hell, I was wrong...way wrong. My build that I gave little thought to actually works, if only by accident and my unfarmiliarity with the domains I am using. But it works now and it's quite fun. I especially love the "OMG a dual wielding cleric???" tells.

SO: have fun, think of others here and all their hard work. Sometimes it is better to play than to win.

Playing in a world where divine influence makes even death a non-permenant state (if it suits a dieties purposes) seeing a drow you thought to have killed again should not break immersion... It would simply stand to reason that some act of divine intervention on his behalf occured... and only further your enmity for Lolth and all Drow. To that point, enhancing the emersion.

Leurnid Playing in a world where divine influence makes even death a non-permenant state (if it suits a dieties purposes) seeing a drow you thought to have killed again should not break immersion... It would simply stand to reason that some act of divine intervention on his behalf occured... and only further your enmity for Lolth and all Drow. To that point, enhancing the emersion.
Resurrections aren't thrown out on the fly. It is also awkward to roleplay that a god/ priest has raised you back from the dead, when it in fact had not happend, and you just respawned.

Coldburn
Leurnid Playing in a world where divine influence makes even death a non-permenant state (if it suits a dieties purposes) seeing a drow you thought to have killed again should not break immersion... It would simply stand to reason that some act of divine intervention on his behalf occured... and only further your enmity for Lolth and all Drow. To that point, enhancing the emersion.
Resurrections aren't thrown out on the fly. It is also awkward to roleplay that a god/ priest has raised you back from the dead, when it in fact had not happend, and you just respawned.

My point is it is possible.

Certainly, it would be irritating, but it is also explainable within the context of the PW... and enough of us have observed a corpse being dragged to the Hold in the hopes of some last minute intervention that it should come as no suprise if a would be corpse is at large again.

I personally hate it when people respawned, especially after a murder and say, "I wasn't meant to die. My God returned me." It inspires me to say things like, "No, they didn't. You're a nobody who died in the first place to a fair killer."

Of course. I didn't read the past posts after the previous three. I just hate it when people respawn after PvP. ^_^

I believe we have been crystal clear on server policy on the matter, if anyone has any further questions, feel free to ask. This thread has just about run it's course otherwise.

Erm... I almost hate to bring this up, but:

Permadeath.

Are we as a server that opposed to it? Personally most PCs I play here are on a one-death rule and I find it pretty fun, but at the same time I have burned through a half dozen in a week before and know many of you must be really attached to your characters. I'm really likeing playing my current PC (and only let him respawn once because of OOC reasons) but I have let other PCs I really liked (Twitchtail) die for good before and feel I am better for it in the end. I find the respawn feature really awkard for most of my PCs, and in PvP it all but ruins your next interaction between your combatant. Maybe somehow have a PvP-only permadeath feature, much like death by stoning? I do fear that server lag would make permadeath much too risky in a full setting, but its just something to throw out there...

Sedarine wrote:

Should I respawn if one (a drow) kills me? I don't think so..not one bit, not for one moment.

Although this thread has come and gone, I would just like to point out the simple fact that Sedarine has in fact lived by his word, with the recent death of Kors'sus to a Drow (collateral damage! I swear!) XD

My thoughts on death.

Quest- Respawn/Raise. DM Quest- Unless part of plot, same. PvP- Up to player, but work within confines of RP.

If you want them permanently dead, using RP, sacrficice them to your god, send their soul to him/her. For instance, my Banite cleric on CoA sacrificed every PC he killed to Bane, in an elaborate prayer/rite, the essence of which was sending the soul of said killed PC (who while during sacrifice was still alive, albeit barely) to Bane, so that it may languish in his utter Tyranny forever.

Admittedly, easier to do with evil gods, especially Velsh, but I don't see why a paladin who came out victor in PvP cant say something like 'Oh Helm, may you keep this poor, tainted soul under your Vigilance forever (before laying the final blow)'.

Also, respawning immediately afterward in any PvP death is lame. Nearly as lame as CoA slum invasion looters and Thond retainers who sit at the gates 'guarding them'. :lol:

MadCads