PC death and chance of being found/saved/captured
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PC death and chance of being found/saved/captured
This is in relation to other topics on death and the chance to be spared or get new levels or whatever.
Many PC's die solo in areas where they may have the chance of receiving some sort of help or first aid.
angel_caller once even wrote a script where military patrols are able to come to the aid of the fallen and heal them.
What if we add a few lines to the death scripts that give those that have been killed in relatively populated areas the % chance of receiving healing aid when they are struck down.
This could occur in areas where:
1. There are residents nearby, such as farm land, villages, and cities
2. Where military patrols frequent the area, such as a popular patrol route.
3. Where caravans and other travelers frequent, such as the Argent Legion Highway in TSM or the Trade Way.
4. Other areas where there are people nearby.
What would happen isd that someone struck down who is dying (ie in the negatives) could receive emergency aid from a passerby (ie the Good Samaratian Biblical account) or a passing patrol or farmer or caravan. Basically, if you are in one of those areas, you get a % chance every time a round goes by for a minor heal.
Or even better, you get a % chance to be healed to 1 hp and transported to a nearby temple.
Taken this even a bit further: if you have been struck down by an enemy, such as an orc clan or lizard men or whatever, when you are in the negatives, you can be healed to 1 hp and transported to their prison! Prisons are easy to make, just set an area in a cave or a room in a hideout where the PC cannot escape and the bad guys cannot attack. You can make a room with a static door or an area with bars. The PC can be captured and held for ransome! A DM can then free the PC according to a ransom payment if the PC belongs to a group or even DM a rescue attempt.
The coding isn't that difficult and the scripts can be added to areas where there is a population.
Many PC's die solo in areas where they may have the chance of receiving some sort of help or first aid.
angel_caller once even wrote a script where military patrols are able to come to the aid of the fallen and heal them.
What if we add a few lines to the death scripts that give those that have been killed in relatively populated areas the % chance of receiving healing aid when they are struck down.
This could occur in areas where:
1. There are residents nearby, such as farm land, villages, and cities
2. Where military patrols frequent the area, such as a popular patrol route.
3. Where caravans and other travelers frequent, such as the Argent Legion Highway in TSM or the Trade Way.
4. Other areas where there are people nearby.
What would happen isd that someone struck down who is dying (ie in the negatives) could receive emergency aid from a passerby (ie the Good Samaratian Biblical account) or a passing patrol or farmer or caravan. Basically, if you are in one of those areas, you get a % chance every time a round goes by for a minor heal.
Or even better, you get a % chance to be healed to 1 hp and transported to a nearby temple.
Taken this even a bit further: if you have been struck down by an enemy, such as an orc clan or lizard men or whatever, when you are in the negatives, you can be healed to 1 hp and transported to their prison! Prisons are easy to make, just set an area in a cave or a room in a hideout where the PC cannot escape and the bad guys cannot attack. You can make a room with a static door or an area with bars. The PC can be captured and held for ransome! A DM can then free the PC according to a ransom payment if the PC belongs to a group or even DM a rescue attempt.
The coding isn't that difficult and the scripts can be added to areas where there is a population.
- dergon darkhelm
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Of coarse, you would also have to script in the percent chance of the good semaritains alter ego...the opportunistic cutpurse who'll slit your throat and make off with your goods if he/she comes across you dying. 

Zyrus Meynolt: [Party] For the record, if this somehow blows up in our faces and I die, I want a raiseSwift wrote: Permadeath is only permadeath when the PCs wallet is empty.
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"And in this twilight....our choices seal our fate"
well, not really, if you dont survive the encounter, your not really gonna worry too much if someone comes and steals all your stuff. As a consequence, maybe all of your stuff just happens to be lost or gone anyway and you are lucky to get out of it with your life.
I too think its a cool idea, as far as being realistic, i have had a character bleed out in vewing diatance of the brigde in Rivermoot.
I too think its a cool idea, as far as being realistic, i have had a character bleed out in vewing diatance of the brigde in Rivermoot.
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The initial step would seem be to give any good or neutral NPC a script that sends them over to attempt to heal anyone bleeding within their LOS, if it is safe to do so.
More complicated would be a WIS check to see if they fnd and use one of the healing potions you are carrying on you.
More complicated would be a WIS check to see if they fnd and use one of the healing potions you are carrying on you.
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- Brokenbone
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Very interesting ideas... including those regarding whether your survival also means keeping your loot.
Example: in civilized areas, a lot of the time your foes also happen to be civilized. If a bandit kills you, their motivation is likely "to get your stuff." If a sewer crocodile kills you, it's probably "to eat you." One case'd see it possible to be basically found as mister naked mugging victim, the other case, no hope of rescue, you're crocodile poo.
Example: in civilized areas, a lot of the time your foes also happen to be civilized. If a bandit kills you, their motivation is likely "to get your stuff." If a sewer crocodile kills you, it's probably "to eat you." One case'd see it possible to be basically found as mister naked mugging victim, the other case, no hope of rescue, you're crocodile poo.
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Certainly an interesting idea and one that would make sense to have in a large number of instances.
Our Tech or DM staff may want to comment on the feasibility and the specifics, as I'd imagine quite a number of servers may be interested in having something like this in place.
Our Tech or DM staff may want to comment on the feasibility and the specifics, as I'd imagine quite a number of servers may be interested in having something like this in place.
People talk of bestial cruelty, but that's a great injustice and insult to the beasts; a beast can never be so cruel as man, so artistically cruel.
yes, you should be healed or tended to in some manner (% chance of success varying), especially if you die right in front of an NPC. I've seen situations where PCs died right in front of NPCs on servers before (having made it to "safety" after being chased by a horde of monsters for example) - maddenign to slowly watch a PC get into the negatives while the NPCs hang out and chat amongst themselves...of course the NPCs could be evil too...maybe they want the loot off your corpse. Regardless, lots of possibilities here.
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Useful resource: http://nwn2.wikia.com/wiki/Main_Page
On bad governance: "I intend to bring democracy to this nation, and if anybody stands in my way I will crush him and his family."
You're All a Bunch of Damn Hippies
I love the idea, Rick. IT would be great to see something like this in place - makes so much more sense for some NPCs to help you than stand around watching while you die... or for that matter, much more rewarding to take you prisoner for a ransom or something than let you die.
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*chuckles*
It should be interesting.
Just please no auto-looting clergy like we used to have. *grins*
(Ok, maybe priests of Mask, but who could find them?)
Getting a friend raised back then was really interesting!
-Bill
It should be interesting.
Just please no auto-looting clergy like we used to have. *grins*
(Ok, maybe priests of Mask, but who could find them?)
Getting a friend raised back then was really interesting!
-Bill
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