Death system change

Started by HoHoHeeHee, January 02, 2013, 06:59:12 PM

Previous topic - Next topic

HoHoHeeHee

QuoteWhen a character dies they suffer an xp loss very similar to now.

Through -playtime- in game, they will be rewarded 33% of this lost XP back over a duration (to be determined) as their physical form recovers, should they choose to respawn.

A Resurrection will double the the rate at which XP is returned to the character, and provide a refund of 50% of the lost XP over a duration of playtime.

For example:

Trog the barbarian died and had 18,000 XP. He chooses to respawn and so he loses 6,000 of this XP, just like the current system. However, as he continues to "recover" (play) he will be hit with 2,000 XP over the duration of "recovery" in similar form to the low level XP / faction XP in place now.

If a nice friend decides to use a candle on him, he will recover 3,000 of this XP at twice the rate as he would have from a respawn.

Other temporary penalties could be applied as well if the DMs so desired to alleviate this less harsh system, things that also are removed upon the end of the "recovery" phase.

Maybe an temporary LA / ECL +1 until recovered, a -1 CON, 10% movement speed loss, or something along those lines.

trick_or_treat


Sheer Gluttony

This would therefore require some hard level cap or otherwise in order to stop everyone reaching level 10+ simply by accumulation of exp over time.

MirrorMask

The xp over time would need to go away once the characterreached the xp total they were at before they died, or else someone could powerquest up to 7 or 8 or even 9 and then get a lot more xp more quickly than they would otherwise.

HoHoHeeHee

The recovery could certainly stop once their original xp leve was hit through any of the other means. So if you die and go quest a bunch and gain that xp back, it doesn't keep feeding it to you afterward.

Johannes

How do you propose that this would actually stack?

Gotham

This is a badass change and I like it