PokeVideoPlayer v23.9-app.js-020924_
0143ab93_videojs8_1563605_YT_2d24ba15 licensed under gpl3-or-later
Views : 8,988
Genre: People & Blogs
License: Standard YouTube License
Uploaded At Nov 16, 2024 ^^
warning: returnyoutubedislikes may not be accurate, this is just an estiment ehe :3
Rating : 4.864 (43/1,225 LTDR)
96.61% of the users lieked the video!!
3.39% of the users dislieked the video!!
User score: 94.92- Overwhelmingly Positive
RYD date created : 2024-11-19T22:38:00.054748Z
See in json
Top Comments of this video!! :3
I learned about using the afterlife from BLeeM. It's an interesting way to have the players keep their characters but allows the DM to make great changes. For example, it may take a week to escape the Hells or wherever but when they return to the Material Plane, maybe it's been ten years, the BBEG has won, and the party has to deal with the aftermath of their failure.
1 |
Done a lot of these before, but capturing is always a fun one. It’s interesting having the tables turn and the heroes end up in a prison or the villains trying to use their weapons or powers for their own ends.
Had a (near) TPK where everyone died or was unconscious except for the rogue and the bbeg captured the party while the rogue fled and spent the next few weeks tracking the bbeg down, impersonating his soldiers, and meticulously assassinating his generals in an attempt to get close enough to break the party out right before this huge battle. The rogue busted them out right in the middle of it and they recovered their piece of an artifact he took from them and stole his piece. They combined their pieces together and used the artifact to fight the bbeg a second time, now knowing what his abilities were and his legendary actions, beating him pretty handily. Still one of the most insane moments in a campaign I’ve run.
|
What my dm did is really cool, he had the enemies that TPK'd capture the party then in the next session gave all of us new character sheets that were almost the reverse of what we were playing (I was using a spellcaster and he gave me a bugbear fighter) and this new party had the mission to free the old party. It was awesome
2 |
my current campaign the players TPK'd fighting a very powerful Lich who then brought them all back as undead.
We then skipped forward 12 years to a land overrun by undead as this powerful lich had a bunch of high level generals (the former players characters) leading his army and the new party was a resistance trying to fight off against this rapidly expanding army of undeath.
The entire world had changed and become more deadly as a result of their failure the first time, and the most scary thing to them was the thought of fighting the Grave Knight versions of their former characters.
|
It's important to remember that if you run a game without death, then dying can NEVER be the fail state of a combat encounter.
You always have to have a McGuffin or a time constraint as a loss condition and losing a combat has to result in losing something significant that you can never get back, otherwise it becomes either pointless or tedious quick. If you choose NPCs lives to be what they lose if they lose a combat encounter, one way or another, then you better make sure you are a great writer, because you run the risk of players not wanting to bond with NPCs if they know they can lose them. It can also become a super annoying trope having npc's lives as the stake for every encounter.
It's difficult.
In my opinion it always feels more reasonable to say my char does this because they want to and the risk of them dying is something they considered before making that decision. Rather than being forced into tense combat encounters by narrative and running the risk of losing everyone every time.
|
I do kind of find interesting the fact that you said don't use lethal options and then gave us options for the post tpk game that implies that they still died. I get a kick out of that.
Personally something I do in my non-lethal games, and to some extent even my lethal games if the person survives death saves, is the idea that your character doesn't reawaken without having the entirety of a long rest.
At one point I gave short rest as the minimum time but as I have played it out over the last 19 years of being a dungeon master I realized 8 hours would be a better idea. Yes, you could be knocked out and wake up within an hour, but if you're going to be beaten into a comatose state then it makes more sense to me that your character is going to require a decent amount of rest to recover. I don't really see a reason a character in a game where they're not going to die or have death saving throws, also end up in a position we're essentially we are treating them like they have irreparable brain damage until they wake up. I specify irreparable because you mentioned greater restoration which means that this character essentially would never be able to wake up if they never find a cleric or some other equivalent. Essentially they die but instead of true death, they have a sleeping beauty situation, where if nobody ever finds you then you're going to be comatose forever.
With my long rest method, you can still do things like make them prisoners, kidnap or robbed them, things like that that continue the game but depending on the context may or may not put them in favorable positions. As an example, let's say that the party angers a military patrol and the patrol is a day away from the nearest settlement. Even if the party is secure, that allows them the opportunity to wake up and maybe wake up the others depending on how many rounds passed between people going unconscious, and at least attempt to escape. But if they get knocked unconscious by the city guard, they wake up in a prison cell. It offers a variety of different opportunities for unique situations that the party might never have planned for to happen
|
I think how you address death in D&D should reflect how your characters lived. If you're playing heroic, epic D&D then by all means treat them as superheroes, with all that implies. Such as no one (Villains and Heroes) are actually dead unless you see the body. Just like in the comics. Personally, I prefer smaller stakes. Bandits and outsiders, rejects of society, and the choices they make are reflected in their fate. Many of them live fast and die young. But taking death completely off the table does not sit well with me. Players should be accountable for their actions, good and bad, and choosing to oppose beings of incredible might (Dragons, Demons, Enemy Nations, etc) SHOULD come with some risk.
2 |
I have a question for dm’s do yall allow effects that change the character alignment the player chose because I was ina campaign and the dm had my characters alignment change due to a deck of many things that was really modified for some reason and he made my lawful good owlin bard with 1 combat spell in total change to chaotic evil and he said I couldn’t respec my spells because of this so was this a bad dm or am I just not going with the flow
|
@Bert_G_Orin
5 days ago
I am a fan of the Critical Role rules where you have to preform a ritual to ask the spirit of the fallen adventurer to return.
49 |