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	<title>Comments on: Improving Death as a Threat</title>
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		<title>By: Nathan</title>
		<link>http://podgecast.com/archives/improving-death-as-a-threat/comment-page-1#comment-153</link>
		<dc:creator>Nathan</dc:creator>
		<pubDate>Mon, 04 Aug 2008 07:08:48 +0000</pubDate>
		<guid isPermaLink="false">http://podgecast.com/?p=57#comment-153</guid>
		<description>My group decided to go with taking the raise dead option from the movie Conan the Barbarian.  In order to raise someone, someone else has to willingly trade their future for theirs.  In 4th edition terms, they become a minion until they are killed.  The player is also free to narrate their death in any heroic fashion they like.

In short, if a character dies, *someone* is making a new one.</description>
		<content:encoded><![CDATA[<p>My group decided to go with taking the raise dead option from the movie Conan the Barbarian.  In order to raise someone, someone else has to willingly trade their future for theirs.  In 4th edition terms, they become a minion until they are killed.  The player is also free to narrate their death in any heroic fashion they like.</p>
<p>In short, if a character dies, *someone* is making a new one.</p>
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		<title>By: Joe</title>
		<link>http://podgecast.com/archives/improving-death-as-a-threat/comment-page-1#comment-152</link>
		<dc:creator>Joe</dc:creator>
		<pubDate>Mon, 04 Aug 2008 02:13:32 +0000</pubDate>
		<guid isPermaLink="false">http://podgecast.com/?p=57#comment-152</guid>
		<description>Originally I wanted to make it more elaborate, nightmares, trauma, etc. But I find that such rules are often forgotten about except on rare occasions where the DM can work them into the story. These are a simple mechanical adjustment that allows the player to role play the effects if he so wishes.

I&#039;m a recovering power gamer, so I only ever played 2nd edition as a power gamer. In that capacity, system shock and resurrection survival were only effective on the worst of rolls (I had a friend who had a 99% system shock and failed twice in a row. :) ).</description>
		<content:encoded><![CDATA[<p>Originally I wanted to make it more elaborate, nightmares, trauma, etc. But I find that such rules are often forgotten about except on rare occasions where the DM can work them into the story. These are a simple mechanical adjustment that allows the player to role play the effects if he so wishes.</p>
<p>I&#8217;m a recovering power gamer, so I only ever played 2nd edition as a power gamer. In that capacity, system shock and resurrection survival were only effective on the worst of rolls (I had a friend who had a 99% system shock and failed twice in a row. <img src='http://podgecast.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  ).</p>
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		<title>By: THAC0</title>
		<link>http://podgecast.com/archives/improving-death-as-a-threat/comment-page-1#comment-151</link>
		<dc:creator>THAC0</dc:creator>
		<pubDate>Sun, 03 Aug 2008 23:52:54 +0000</pubDate>
		<guid isPermaLink="false">http://podgecast.com/?p=57#comment-151</guid>
		<description>Joe,   I don&#039;t know how familiar you are with 1st 2nd editions. You only reference 3rd &amp; 3.5 and the option you offer is similiar to a mechanic used in 1st &amp; 2nd eds. Those editions incorporated two extra stats on the Constitution tables: System Shock and Resurrection Suvival. These were a roll on the percentage die. The higher your constitution score the greater your chance of survival. A score of 10 = 70% &amp; 75% respectively. A score of 18 = 99% &amp; 100%. 
I never understood why 3rd edition did away with these stats.  I think they are totally viable and easily house ruled in. I like your idea and would consider taking it a step further by targeting the ability score that best matches the type of damage that led to the death. This would take a bit of work but I think it&#039;s managable. 
Another idea is to have the resurrected character suffer some pyshcological damage directly atributed to the type of death they suffered,  e.g. Dirk the Daring is put down by a ghoul, upon resurrection Dirk now has a phobia of the undead and/or becomes enraged when faced with the undead...plus to hit, neg to AC. 
Kinda like when you&#039;re in a bad car wreck. It can take a long time feeling comfortable in a car again.
Personally, I think bringing back system shock and resurrection survival is a good option - but I might tweek the percentages a bit so there&#039;s a greater chance of failure.  I know this penalizes the traditionally weaker classes and races already granted a penalty to constitution but then 3rd edition tends to trys to be more of a sim than other editions doesn&#039;t it.</description>
		<content:encoded><![CDATA[<p>Joe,   I don&#8217;t know how familiar you are with 1st 2nd editions. You only reference 3rd &amp; 3.5 and the option you offer is similiar to a mechanic used in 1st &amp; 2nd eds. Those editions incorporated two extra stats on the Constitution tables: System Shock and Resurrection Suvival. These were a roll on the percentage die. The higher your constitution score the greater your chance of survival. A score of 10 = 70% &amp; 75% respectively. A score of 18 = 99% &amp; 100%.<br />
I never understood why 3rd edition did away with these stats.  I think they are totally viable and easily house ruled in. I like your idea and would consider taking it a step further by targeting the ability score that best matches the type of damage that led to the death. This would take a bit of work but I think it&#8217;s managable.<br />
Another idea is to have the resurrected character suffer some pyshcological damage directly atributed to the type of death they suffered,  e.g. Dirk the Daring is put down by a ghoul, upon resurrection Dirk now has a phobia of the undead and/or becomes enraged when faced with the undead&#8230;plus to hit, neg to AC.<br />
Kinda like when you&#8217;re in a bad car wreck. It can take a long time feeling comfortable in a car again.<br />
Personally, I think bringing back system shock and resurrection survival is a good option &#8211; but I might tweek the percentages a bit so there&#8217;s a greater chance of failure.  I know this penalizes the traditionally weaker classes and races already granted a penalty to constitution but then 3rd edition tends to trys to be more of a sim than other editions doesn&#8217;t it.</p>
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