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ninjoatse.cx
Apr 9, 2005

Fun Shoe

I think comics ,TTRPGs, and books often fall into escapist fantasy, usually in that priority. Nothing wrong with escapist fantasy.

If my reality was filled with people who were fun and interesting and enough adventure to last every day, I doubt I'd spend a single minute pretending to be a cybered up Elf from the future.

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Tulip
Jun 3, 2008

yeah thats pretty good


ninjoatse.cx posted:

I think comics ,TTRPGs, and books often fall into escapist fantasy, usually in that priority. Nothing wrong with escapist fantasy.

If my reality was filled with people who were fun and interesting and enough adventure to last every day, I doubt I'd spend a single minute pretending to be a cybered up Elf from the future.

I don't think that superheroes are necessarily the template for escapist fantasy writ large. Nor do they sit at a nexus of it. I think they just have particular cache with a certain strata of nerdery in the current day and age. Entirely possible that'll fall off in the coming years, who's to say.

The game that provoked this thought was Dungeon World, which I have plenty of other criticism of but the time my group just literally ran it as modern superheroes it felt pretty good (Winter Mage in particular is very much a superhero). That said the most escapist fantasy video game I've played has definitely been Wanderhome.

Dawgstar
Jul 15, 2017


Is... yeah, okay, You Say Run is on it.

FirstAidKite
Nov 8, 2009
Have any of you ever read anything about or even heard of an rpg called Vulcania?

https://www.drivethrurpg.com/product/308006/Vulcania-The-RolePlaying-Game

I'm a terrible judge as far as telling whether something is actually good or not mechanically.

They have a kickstarter up for some expansion book stuff so I'm trying to learn more about the core game. Unfortunately I can't find much on youtube other than vids the creators themselves put out for the kickstarters, which obviously are going to be biased in favor of their product.

I'm mostly interested because it looks kind of Jules Verne/Torchlight-esque aesthetically (the creators have used both "steampunk" and "magmapunk" to describe it but idk) and the creators talk about how you also create airships as well and I'm all for airship customization and adventuring centered around that. I don't know how much of that is in the actual game though or if the game is even any good. So hopefully someone here knows something about it.

Hiro Protagonist
Oct 25, 2010

Last of the freelance hackers and
Greatest swordfighter in the world
Has anyone played Cypher System and made it work? I played in a Numenera campaign for a year and a half and the GM just couldn't make it work really, at least in my opinion. I felt like the system was trash, but I also felt like it was actually really close to actually being an interesting system. Like, some home rules making 2 types of XP, so players actually spend it, make cyphers more conceptual so they actually make sense to use. There are things I increasing like on reflection, like how it does enemy stats, and I can see how the adjective-noun-verb character creation makes characters clear (if you actually find a good combo).

Serf
May 5, 2011


Hiro Protagonist posted:

Has anyone played Cypher System and made it work? I played in a Numenera campaign for a year and a half and the GM just couldn't make it work really, at least in my opinion. I felt like the system was trash, but I also felt like it was actually really close to actually being an interesting system. Like, some home rules making 2 types of XP, so players actually spend it, make cyphers more conceptual so they actually make sense to use. There are things I increasing like on reflection, like how it does enemy stats, and I can see how the adjective-noun-verb character creation makes characters clear (if you actually find a good combo).

The best houserule I've seen for Cypher is that when you get XP you have to spend it in order to make it eligible to use for leveling up. That way you can get the benny and the long-term advancement out of it. I still don't think the system is very good, but that rule is pretty good.

hyphz
Aug 5, 2003

Number 1 Nerd Tear Farmer 2022.

Keep it up, champ.

Also you're a skeleton warrior now. Kree.
Unlockable Ben
Bennies-as-XP is far from the worst thing about Cypher. It's basically just busted in both balance and rulesfeel. I thought that No Thank You Evil's variations might have helped, but according to folks who actually played it, they didn't at all.

Leperflesh
May 17, 2007

Absurd Alhazred posted:

Search results expire, don't they?

Oh!

Welp. So much for trying to be clever!

The first effortpost about Wingspan in the boardgame thread is here. Noseen is set in this URL, so it won't bust your last-read bookmark if you click.

mellonbread
Dec 20, 2017
I played Numenera at the university RPG club exactly once. I don't recall what version of the system it was, but it felt like 3e D20 with a thin layer of science fiction overtop. There was a fighter class and a thief class and a mage class, and the latter was godlike while the former two struggled to do anything. The eponymous Cyphers were the best part.

Lemon-Lime
Aug 6, 2009

mellonbread posted:

I don't recall what version of the system it was, but it felt like 3e D20 with a thin layer of science fiction overtop. There was a fighter class and a thief class and a mage class, and the latter was godlike while the former two struggled to do anything.

Yes, it's a game written by Monte Cook.

Halloween Jack
Sep 12, 2003
I WILL CUT OFF BOTH OF MY ARMS BEFORE I VOTE FOR ANYONE THAT IS MORE POPULAR THAN BERNIE!!!!!
I've never really cared about anything Monte Cook did, so he went out of his way to take a great big poo poo on Jack Vance's work, just to get my attention.

hyphz
Aug 5, 2003

Number 1 Nerd Tear Farmer 2022.

Keep it up, champ.

Also you're a skeleton warrior now. Kree.
Unlockable Ben

mellonbread posted:

I played Numenera at the university RPG club exactly once. I don't recall what version of the system it was, but it felt like 3e D20 with a thin layer of science fiction overtop. There was a fighter class and a thief class and a mage class, and the latter was godlike while the former two struggled to do anything. The eponymous Cyphers were the best part.

There might have been an OGL Numenera? The bug problem with Cypher rulesfeel is that your stat doesn't give a bonus to every roll, it just gives a number of tokens you can use to gain a bonus. And by default, you can only use 1 per roll. So if you're trying to break down a gate, say, having a higher strength than the other guy doesn't actually make you any better at doing it, it just means you can break down more gates in a day.

And yes, all the pre-NTYE Cypher games just have fighter, thief and mage with silly names (Spinner?) as their Nouns.

PeterWeller
Apr 21, 2003

I told you that story so I could tell you this one.

Hiro Protagonist posted:

Has anyone played Cypher System and made it work?

I played Torment: Tides of Numenera, and it kind of worked. :v:

Libertad!
Oct 30, 2013

You can have the last word, but I'll have the last laugh!

PurpleXVI posted:

I find it hard to decide which is the more realistic perception. On the one hand, going by politics as-declared, right-wing movements should be pretty big fans of vigilante lawmen(often in some way rich or privileged), going around beating up poor people committing financial/property crime to try and survive. On the other hand, plenty of right-wing governments would be real worried about the existence of a left-leaning superhero that couldn't just be put down with water cannons, pepper spray and casual police violence.

As heroes exist in most comics I've encountered, dealing entirely with symptoms and only rarely paying attention to systemic issues that drive people to crime, like poverty, lack of education, poor social safety nets, etc. and often cooperating to a lesser or greater extent with the police, it would feel like they'd generally be darlings of the right as opposed to friends of the left.

Baked in there it also feels like most superhero stories are to some extent based around the idea that only these special empowered people can deal with the crises presented at all: Police, military, citizen militias or whatever group of normal people with training, experience and teamwork will never be able to do what one exceptional person with zero backup can do. Something in that also just feels inherently right-wing, both the idea that you don't need a team or a society to back you up to resolve big issues and also the idea of fundamental exceptionality.

I'll first state that right-wingers in the USA haven't been anti-government for decades, and that "police are the enemy" narratives tends to be rarer in left-leaning circles than they actually are; outside of anarchists, there's a lot of socialists who are perfectly fine with LEO cooperation in certain circumstances. Look at every communist country that had a police force, or people saying to throw the book at the Capitol rioters, or tankies in general. The "right-wing indivudalism" is pretty much deceptive set-dressing, when you see all the Thin Blue Line stickers.

The politics of superheroing is a very weird place where it can be at both once radical and regressive. The setting of Freedom City feels like it's trying to have its way both times. For instance, there's a side-bar in one of the products about the UN being a much more competent and just organization in Earth-Prime than our own world and also that AEGIS has a good track record of putting down SHADOW operations and Nazi survivors of WW2. The idea is that the average person is at heart a good, decent person who wants the best for others. Villains, criminals, and similar sorts are departures from the norm. Urban planning at the very least seems much better given that Dr. Metropolis can pretty much repair any major collateral damage that results from Kaiju invasions and similar things; and since he can teleport between major population centers he's by no means confined to Freedom City.

But on the other hand Freedom City also has a world where major historical and social events have unfolded in highly similar ways to our own. World War 2 and the Holocaust happened, the US still invaded Iraq on false pretenses, and so on and so forth. And while I'll touch on it in future posts, climate change is still happening and it seems that the only individuals who want to do something about it are supervillains in a classic "their intentions are good but their means go too far" way.

I've been reading some other superhero RPG settings that I feel at least try to play around with history and society when you have uber-powered beacons of justice wanting to fix the world. For instance, Tiny Supers has an alliance of Middle Eastern supers who prevented the US and USSR from turning their countries into proxy wars for oil and are much more stable. Aberrant 2nd Edition transferred to cleaner energy sources and helped repair the ozone layer. They are still "modern" worlds with recognizable settings that still have conflict, but acknowledges that some dirty patches in our own world have been cleaned up.

This isn't just a flaw of Freedom City or superhero RPGs; the whole "Reed Richards can't cure cancer or else we'll become a sci-fi utopia" is a bit of an absurd argument when you realize how far technology has traveled since the Golden Age of Comics yet we still have problems. It's effectively an Appeal to Tradition, which can seem and be right-wing, although it's purely on aesthetics rather than ideology while still being wrong.

And I'm sorry if this post looks like a ramble, I just had a bunch of thoughts I wanted to edit just right.

Libertad! fucked around with this message at 03:01 on Jan 22, 2022

drrockso20
May 6, 2013

Has Not Actually Done Cocaine
More superhero settings need to steal from Astro City

Humbug Scoolbus
Apr 25, 2008

The scarlet letter was her passport into regions where other women dared not tread. Shame, Despair, Solitude! These had been her teachers, stern and wild ones, and they had made her strong, but taught her much amiss.
Clapping Larry
Necessary Evil (the first Savage Worlds superhero thing) had all the heroes be flat out captured or killed by alien invaders and the only supers left were 2nd and 3rd string villains who had to save the world.

Libertad!
Oct 30, 2013

You can have the last word, but I'll have the last laugh!

drrockso20 posted:

More superhero settings need to steal from Astro City

As someone who has heard many good things about but hasn't read the series, what makes it so stellar in terms of setting?

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost

Libertad! posted:

outside of anarchists, there's a lot of socialists who are perfectly fine with LEO cooperation in certain circumstances. Look at [...] people saying to throw the book at the Capitol rioters

I agree with almost everything you posted but I want to pick you up on this specific thing: you can be opposed to the police force while still agitating for the police force to serve the purpose they claim to exist to serve. "They shouldn't exist, but if we're stuck with them can they at least do their job?" isn't a contradiction.

Libertad!
Oct 30, 2013

You can have the last word, but I'll have the last laugh!

Whybird posted:

I agree with almost everything you posted but I want to pick you up on this specific thing: you can be opposed to the police force while still agitating for the police force to serve the purpose they claim to exist to serve. "They shouldn't exist, but if we're stuck with them can they at least do their job?" isn't a contradiction.

I was referring more to the "abolish the police" advocates which have a more radical viewpoint than the reformist "defund the police" and also to illustrate that antigovernmental and pro-police sentiments aren't just on one end of the spectrum, although I apologize if I didn't make that clear.

Agoat
Dec 4, 2012

I AM BAD AT GAMES
Lipstick Apathy
Is this a good time to post about my future SWAT tabletop game I'm making

Nessus
Dec 22, 2003

After a Speaker vote, you may be entitled to a valuable coupon or voucher!



Agoat posted:

Is this a good time to post about my future SWAT tabletop game I'm making
For your premise, make sure to slather on a bunch of Cthulhu mythos on top of https://www.youtube.com/watch?v=tOlnmiayzGY and you'll hit six figures on Kickstarter.

Libertad! posted:

This isn't just a flaw of Freedom City or superhero RPGs; the whole "Reed Richards can't cure cancer or else we'll become a sci-fi utopia" is a bit of an absurd argument when you realize how far technology has traveled since the Golden Age of Comics yet we still have problems. It's effectively an Appeal to Tradition, which can seem and be right-wing, although it's purely on aesthetics rather than ideology while still being wrong.

And I'm sorry if this post looks like a ramble, I just had a bunch of thoughts I wanted to edit just right.
Yeah, one of the things that has always stood out to me - it's always a thing that takes me out of superhero comics - is when they have a character look at the camera and say, in essence, "I refuse to make use of any medical technology that does not exist in the reader's own world, or is not a Natural-origin enhancement to innate powers."

This has typically come up with cancer treatments, despite there being a very easy way around this that's even slightly educational - you can't cure 'cancer' because cancer is a ton of different specific syndromes. You can even up-sell human technology if you say that the Magic Apples of Eris can't affect THIS cancer... but the treatments that humanity has come up with have a reasonably acceptable cure rate.

I think one other factor with superhero comics and settings is that the place where you draw the line between "it's basically the real world, but with superheroes!" vs. "it's an alternate-universe with comic book superhero poo poo happening" is completely arbitrary and neither of the big two historical comic publishers give you a very good example. But in an RPG setting, you can make the calls! You can just... decide that Dr. Fusion figured out a reliable fusion-reactor design using reasonably priced materials that can't be used to produce the Fusor Ray, made it public domain, and retired a world-historical hero (or, if you prefer, was mysteriously assassinated shortly thereafter-- but the plans got out there!). You don't have to sell comic books!

Ghost Leviathan
Mar 2, 2017

Exploration is ill-advised.

Humbug Scoolbus posted:

Necessary Evil (the first Savage Worlds superhero thing) had all the heroes be flat out captured or killed by alien invaders and the only supers left were 2nd and 3rd string villains who had to save the world.

Weirdly enough this is kinda where the MCU is more or less by accident, with all the big-name heroes dead or out of action after Thanos. (lol, Black Panther)

On another note, was looking at some jokes about D&D styled resurrection mechanics, and reminded of one thing Order of the Stick does well; exploring the implications of Raise Dead and such spells in a world where they're known quantities and run by certain mechanics. Certain caveats like having a vague idea of the kind of person who's reviving you, and being able to choose whether or not you come back, make a BIG difference- and mean the spell is effectively a crapshoot on anyone who's not a party member who you know meta-knowledge wise wants to come back to resume the adventures. Especially when they're already literally in their own personal Heaven. Like, when they try to revive Lord Hinjo who's already lived a full life and has no interest in coming back to deal with loose ends when just surviving that long was hard enough, or in the particular tragic case of Roy's brother who was too young to really understand the implications. And played with later when one character does decide to come back to life when they've earned a perfectly honourable death because they think it's worth it.

I suppose Dragon Ball, which plays death even more cheaply, has similar things going on, where Goku himself at one point chooses to stay dead. (for a while)

Coolness Averted
Feb 20, 2007

oh don't worry, I can't smell asparagus piss, it's in my DNA

GO HOGG WILD!
🐗🐗🐗🐗🐗

Ghost Leviathan posted:

Weirdly enough this is kinda where the MCU is more or less by accident, with all the big-name heroes dead or out of action after Thanos. (lol, Black Panther)

On another note, was looking at some jokes about D&D styled resurrection mechanics, and reminded of one thing Order of the Stick does well; exploring the implications of Raise Dead and such spells in a world where they're known quantities and run by certain mechanics. Certain caveats like having a vague idea of the kind of person who's reviving you, and being able to choose whether or not you come back, make a BIG difference- and mean the spell is effectively a crapshoot on anyone who's not a party member who you know meta-knowledge wise wants to come back to resume the adventures. Especially when they're already literally in their own personal Heaven. Like, when they try to revive Lord Hinjo who's already lived a full life and has no interest in coming back to deal with loose ends when just surviving that long was hard enough, or in the particular tragic case of Roy's brother who was too young to really understand the implications. And played with later when one character does decide to come back to life when they've earned a perfectly honourable death because they think it's worth it.

I suppose Dragon Ball, which plays death even more cheaply, has similar things going on, where Goku himself at one point chooses to stay dead. (for a while)

I've preferred that sort of "the character has to want to come back, and have a spirit that can, since they might be in an afterlfe that's hard to leave" sort of restrictions on raising the dead vs the stuff that feels more rules lawyery answers for why say the PCs are frequently able to come back but NPCs aren't.
It feels like a lot of games get bogged down trying for verisimilitude/to make death have stakes by throwing in rules about corpse timers and state, or cash costs and stat penalties as explanations for why tragic deaths happen ot why the big bad doesn't just keep coming back from the dead.

Whybird
Aug 2, 2009

Phaiston have long avoided the tightly competetive defence sector, but the IRDA Act 2052 has given us the freedom we need to bring out something really special.

https://team-robostar.itch.io/robostar


Nap Ghost
Sometime I'd like to run a fantasy RP campaign where the limit on resurrection is that the cost of magical components doubles each time. Your first resurrection costs about a year's wages for an average peasant in magical components, which isn't so much of a problem for the 1% that adventurers represent, but by the time you've had your tenth it's over a thousand and climbing.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
Well your basic D&D resurrections cost hundreds or thousands of GP, so yeah pretty much beyond the reach of your average peasant. It only becomes weird when allies of PCs or nobility get involved, at which point it immediately gets incredibly weird.

Coolness Averted
Feb 20, 2007

oh don't worry, I can't smell asparagus piss, it's in my DNA

GO HOGG WILD!
🐗🐗🐗🐗🐗

Splicer posted:

Well your basic D&D resurrections cost hundreds or thousands of GP, so yeah pretty much beyond the reach of your average peasant. It only becomes weird when allies of PCs or nobility get involved, at which point it immediately gets incredibly weird.

Which is the kinda thing I find 'meh' about limits on resurrection. It also may have just been playing earlier games with folks who didn't know the rules or chose to ignore stuff but it really felt like iterations of D&D kept adding more banal stuff like corpse freshness or intactness rules, things like diseases, curses, and other negative effects carrying over and so on.
If a group of PCs discover "hey let's just die and get resurrected to deal with negative stat drain or mummy rot" I say the consequences should be more story driven.
Or the PCs can be revived but there aren't just clerics wandering the world constantly bringing everyone back because the PCs are special to the story, not capitalism.
It also leads to boring game design, like I was sold on a holy berserker path for a 5e game as if the class features would make him a loving Rasputin who just keeps getting back up. The actual mechanics: "Oh it doesn't cost gold to rez you. All the other lovely restrictions apply, and you can choose to do a different damage type when raging " Wow, that's totally almost on par with the narrative control a caster gets!

My Lovely Horse
Aug 21, 2010

Whybird posted:

Sometime I'd like to run a fantasy RP campaign where the limit on resurrection is that the cost of magical components doubles each time. Your first resurrection costs about a year's wages for an average peasant in magical components, which isn't so much of a problem for the 1% that adventurers represent, but by the time you've had your tenth it's over a thousand and climbing.
13th Age does something with the general idea:

quote:

Special: You can cast this spell only once per level, and a limited number of times in your life. You must have most of the corpse available to cast the spell. There’s no time limit on resurrecting a dead PC, so long as you have the corpse.

Effect: You can bring a creature back to life in more or less normal condition, with varying levels of recovery.

Limited Casting: The first time in your life that you use the spell, you can cast it with a single standard action. Using the spell removes one of your spell slots until you gain a level. (You get one less spell per full heal-up.) The person you are resurrecting comes back at roughly half strength, e.g. expending half their recoveries, being dazed (save ends), and, for each ability, having a 50% chance that it is expended.

The second time in your life you cast the spell, it takes at least three or four rounds and costs you roughly half your hit points and daily powers/spells. The person you are resurrecting comes back at something like one-quarter strength.

The third time you cast the spell it has to be as a ritual. The spell chews you up and leaves you with only a few hit points, then gnaws at the person you have resurrected, who takes days to recover well enough to qualify as an adventurer or combatant.

The fourth time you cast the spell it nearly kills you. The resurrection succeeds but the person you’ve resurrected is going to be a mess for a month or more, regardless of any other magic you use.

The fifth time you resurrect someone, that’s the end of your story and you die. There’s only a 50% chance that the resurrection spell works on the target. You’ve used up your quota of resurrection magic. You’re not coming back via this spell, either.

Limited Resurrection: If the target of your resurrection spell has been resurrected more times than you have cast the spell, there is a 50% chance that the experience will play out using their number of resurrections instead of the number of times you have cast the spell.

e: of note, with the 1/level limit a PC can normally only cast this four times in the first place, unless you go out of your way to get it early; but then, 13th Age is big on the idea that any rule like that has an implied "unless it's interesting for the story" attached.

My Lovely Horse fucked around with this message at 11:58 on Jan 23, 2022

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
Resurrection spells should not exist. They're a symptom of a whole bunch of problems with D&D and its clones, including but not limited to random, dice-driven deaths and the "everything's a spell" mentality.

If you're going to have rare, plot important resurrection as a thing in your game it should be several pages of GM advice outlining how to integrate a once-off return from the dead adventure into your existing campaign and mythos, not something with arbitrary mechanical limitations.

If it is something that you can just learn to do then "death isn't real" needs to be integrated into your settting from the ground up. You can't have a generic pseudo-medieval tragic death setting and "bring back from the dead" something you can just take as a levelup benny.

Splicer fucked around with this message at 12:45 on Jan 23, 2022

Magnetic North
Dec 15, 2008

Beware the Forest's Mushrooms
Yeah, it's the balancing act of "narratively death needs to hold significance for adventures to be satisfying" and "practically if magic actually existed tons of effort would be put in to develop a way to bring back the dead". That's a dissonance I don't envy trying to square.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Magnetic North posted:

Yeah, it's the balancing act of "narratively death needs to hold significance for adventures to be satisfying" and "practically if magic actually existed tons of effort would be put in to develop a way to bring back the dead". That's a dissonance I don't envy trying to square.
The girl genius webcomic has a neat detail where all the nobility got together and decided that, for general convenience and keeping things tidy rather than any moral or religious reason, dying removes you from lines of succession even if you come back later. Something like that makes the "good" king being assassinated legitimately a problem because yeah you can bring him back but his murderous brother is still legally king. It also opens up a whole bunch of interesting plot hooks like someone dying and coming back but just not telling anyone, or character origins like "resurrected first son of a lord might as well go adventuring now since he can't inherit anymore".

More importantly there's an easy way to square that circle: reliably bringing back the dead by waving your hands around just isn't possible. People have tried and tried but "wave your hands and chant" just results in zombies or horrors. Any verifiable returns from the dead are lost to antiquity, unreliable one-offs, or had costs like "kill a god".

The only reason to have return from the dead mechanics in your otherwise "death is bad" game are to account for the situations where a character has definitely died and the players would find the narrative more satisfying if they stayed having died but then stopped being dead. If this is happening enough that adventurers have Charon on speed dial then you need to readdress how the system kills characters or you need to realign player expectations or you need to bake functional invulnerability into the setting. If it's happening once or twice per campaign then that's not a spell, that's a module.

e: or your characters invent or recover the reliable return from the dead spell and now that's what your campaign is about.

Splicer fucked around with this message at 13:25 on Jan 23, 2022

Strom Cuzewon
Jul 1, 2010

Splicer posted:

Resurrection spells should not exist. They're a symptom of a whole bunch of problems with D&D and its clones, including but not limited to random, dice-driven deaths and the "everything's a spell" mentality.

D&D really needs to introduce a "beaten to within an inch of their life, seriously, tie em to a bier and drag em to a doctor" status effect. It would solve so many problems.

Siivola
Dec 23, 2012

Strom Cuzewon posted:

D&D really needs to introduce a "beaten to within an inch of their life, seriously, tie em to a bier and drag em to a doctor" status effect. It would solve so many problems.
Why bother? If they need time to recuperate, they're as good as dead and the player needs to roll a new character anyway.

Ghost Leviathan
Mar 2, 2017

Exploration is ill-advised.
All good points. Hell, having the Dragon Balls or something equivalent isn't even the worst way, since they're explicitly something anyone can use if you just manage to get them.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Siivola posted:

Why bother? If they need time to recuperate, they're as good as dead and the player needs to roll a new character anyway.
Doctor just waves his hands and fixes them up overnight. "No such thing as long term injury" doesn't have the same emotional and narrative impact as "more like the dim weeper amirite"

potatocubed
Jul 26, 2012

*rathian noises*

Splicer posted:

If it is something that you can just learn to do then "death isn't real" needs to be integrated into your settting from the ground up. You can't have a generic pseudo-medieval tragic death setting and "bring back from the dead" something you can just take as a levelup benny.

I'm reminded of the Vlad Taltos books, where death is so easily conquered (for the upper classes, at least) that sending an assassin to kill someone is regarded as a warning.

Siivola
Dec 23, 2012

Splicer posted:

Doctor just waves his hands and fixes them up overnight. "No such thing as long term injury" doesn't have the same emotional and narrative impact as "more like the dim weeper amirite"
In that case, double why bother? That's what being at zero hit points is. You don't need to add rules to remove the dying rules.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Siivola posted:

In that case, double why bother? That's what being at zero hit points is. You don't need to add rules to remove the dying rules.
No, being at 0 hit points paradoxically both means you're three stiff breezes away from the long sleep AND that the most bargain basement 1hp paladin bump means you can help set up camp and take third watch.

Strom Cuzewon
Jul 1, 2010

Siivola posted:

Why bother? If they need time to recuperate, they're as good as dead and the player needs to roll a new character anyway.

Mostly so that you can have dangerous fights in which the players get the crap beaten out of them , face narrative consequences for losing (as they're too beaten up to stop whatever bad thing they were trying to stop) without making death seem like a minor inconvenience.

Andrast
Apr 21, 2010


Splicer posted:

No, being at 0 hit points paradoxically both means you're three stiff breezes away from the long sleep AND that the most bargain basement 1hp paladin bump means you can help set up camp and take third watch.

Do you really need to have rules for needing long term care? It's a goddamn tabletop rpg

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Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Andrast posted:

Do you really need to have rules for needing long term care? It's a goddamn tabletop rpg
If you want long term care as a thing you need to remove or alter the existing rules that render long term care unnecessary.

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