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Against the Shadow
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(Moderators:
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Midnight E6
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Topic: Midnight E6 (Read 5534 times)
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arnon
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Re: Midnight E6
«
Reply #25 on:
July 15, 2007, 09:38:08 AM »
I'm not sure i like that mechanic... i think a characters life should always be in jeopardy.
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Nifelhein
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Re: Midnight E6
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Reply #26 on:
July 15, 2007, 12:09:13 PM »
I think it is good for one thing, it allows players control over when it is significant to have their characters die, I for one must say that despite liking the possibility of death that it is a problem when you make a character only to have it die at the hands of a super lucky roll of the GM. I would probably tie the avoidance of death to conviction by making you pay to avoid it instead of the flag thing.
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"
We cannot live only for ourselves. A thousand fibers connect us with our fellow men; and among those fibers, as sympathetic threads, our actions run as causes, and they come back to us as effects.
"
- Attributed to Herman Melville.
Emiricol
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Re: Midnight E6
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Reply #27 on:
July 15, 2007, 02:34:11 PM »
Quote from: Nifelhein on July 15, 2007, 12:09:13 PM
I would probably tie the avoidance of death to conviction by making you pay to avoid it instead of the flag thing.
I think that is a very elegant solution. It makes it only partly a player's decision, and it ties the PC's ability to do so to Conviction, with all that implies. Thanks!
-Emiricol
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Obsidian
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Re: Midnight E6
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Reply #28 on:
July 16, 2007, 07:28:46 AM »
I actually like the death flag plus conviction as written: raising the death flag granting a bonus of conviction, and lowering it requiring an expenditure of conviction. With spending conviction to avoid death, no one will ever spend their last conviction point (or points, depending on how much you want it to cost), so there's less chance for heroic action. By granting extra conviction to players willing to risk death, I think it inspires heroic action (and gives the player the extra conviction to help pull it off).
The only thing I'm unsure of as far as conviction goes is the number per game day. I don't do dungeon crawls, and rarely do more than one encounter in a given day unless the group is in a city, so I can't see handing out six conviction to each player each day. But the death flag idea, I love.
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lilithraevyn
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Re: Midnight E6
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Reply #29 on:
July 26, 2007, 07:02:05 AM »
Death flag might need it's own little thread! *laughs*
I'm not sure how I feel about that... Some of the "oops" deaths have caused a lot of interesting things to happen in my games. Though, death is not the worst thing that can happen - as a party member found out when the rogue tripped the Prismatic Spray trap that guarded the entry way they were trying to pass through...
I'm like a forum necromancer. I keep bringing up older topics. For shame.
If Midnight were scaled to 6 levels, that might make a quick campaign easier to plan (I'm trying to ease myself back into a DM'ing role after a few years of only playing MMORPGs)...
Is the "Death Flag" thing part of the E6 stuff, or somewhere else? Conviction - like Action Dice or Hero Points? Sorry for being SUCH a newb.
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Ravenloft Syndrome: The syndrome of a dark D&D setting "where you can't swing a dead cat without hitting an undead cat".
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Obsidian
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Re: Midnight E6
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Reply #30 on:
July 26, 2007, 07:17:21 AM »
Check out the links at the beginning of this topic. The author of E6 uses the Death Flag and Conviction as house rules in his game, not originally a part of his E6 makeover.
Essentially, PCs get 6 Conviction points per game day. Conviction can be spent on various things: 1 pt for rerolling a d20 roll, 3 pts for an extra Standard Action in a given round, etc.
Raising the Death Flag (and thus subjecting a PC to the standard rules for character death) awards another 6 conviction points, essentially a signal that something the player wants to do is worth risking his character's life for; lowering the Death Flag (where any die roll resulting in character death instead results in disabled) costs 5 conviction points.
This is from memory, so I may have some of the numbers wrong.
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