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How should Death and Resurrection be handled in RPGs?

Erebus

Arcane
Joined
Jul 12, 2008
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4,847
In most cases, I think BaK's system is for the best : resurrection magic doesn't exist, but your heroes only die if the entire party is defeated (though a PC that's fallen unconscious during a fight will remain weakened for a fairly long while).

Raise Dead spells cheapen death and they're always a source of incoherence, so it's best if they don't exist (except perhaps for ultra-rare, plot-related magic). But having party members die for good as soon as they're brought to zero HP or slightly below is just encouraging players to reload all the time.
 
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Should be rare, dependent on influence and alignment and come at great personal cost (Stat loss sacrifice or some other permanent damage to your character.). As the OP mentioned, it should also depend on the fallen's willingness to come back from whatever paradise or hell they inhabit, as well as the various deities' wills to keep them there or set them free. A bargain must be struck coupled with a journey into Hades like Ulysses to find the lost one after a long quest to find a person who might know how to even accomplish it in the first place. It should never be as easy as casting a spell or paying gold at a temple.

Rusty's idea of them "coming back wrong" is also good and onto that I'd also add the possibility of something sinister clinging to them in order to enter the world of the living even if they come back right. Greater chances of this if you resort to more unscrupulous sources of resurrection.
 
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Morpheus Kitami

Liturgist
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May 14, 2020
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2,697
I've come to respect the games that have party members be knocked out instead of killing them. Because unless your game is trying to be realistic or hardcore, like Wizardry, you're basically just paying some minor gold fine so you can continue using a character. Like there's even going to be anything better to spend gold on.
As to something interesting, well, not really a RPG, but I found Cosmology of Kyoto's method of dealing with death to be interesting. Basically, whenever you die, you have to sneak out of hell.
 

Ismaul

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Fuck death and resurrection, how about not having every fight be to the death.

Gothic is king. Duels until one yields. Plenty of asskicking and breaking bones. Feels more brutal and satisfying than a kill.
 

lukaszek

the determinator
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you guys are just going to cheat so it doesn't matter any--
why bother when you can just reload
:argh:
Reloading should be prohibited, but instead the player-character should simply resurrect on defeat as in the Demon's/Dark Souls series or the Codex's #1 CRPG of all time. :M
Strange as it is, PST barely ever gets any praise for it using death as a game mechanic.

I don't think it's something that should be straight up copied though, as it's too unique to PST. Online games tend to have persistence baked in and therefore more likely to provide a reason as to why the player is effectively immortal if you wanted to do a survey of what's available. e.g.,
  • Fallen Earth, iirc you're basically a clone who has his mind kept in a database and is recloned upon death. The fact that your data is being corrupted is a major plot point of the main story.
  • Destiny, you're basically a zombie reanimated by alien technology and know nothing of your past life. When you die, you get reanimated again.
  • Rift, player characters are basically some type of angel that go through a traumatic, excruciatingly painful process upon death to be reborn.
  • Elder Scrolls Online, player characters have no soul. Or something. I don't really remember.
  • Secret World, you're a magical bee or something? Yea I don't really remember that too well either.
  • RuneScape, iirc the canon reason is that if you die and your destiny has not yet been fulfilled you get returned to the world.
  • Borderlands, New-U stations.
  • EVE Online, you get cloned


Wonder how many people have ever noticed elder scrolls basically has no resurrection magic? Most of the stories in TES games would be a lot shittier if it had.
in hard west there is no death as such, rather critical injury that gives penalties in short term and later on is transformed to healed injury that got both penalty and some boost
 
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The Present
All of it is kind of moot in a game with reloading. I like the way Wish is handled in 5E though. It has a condition where there is a 1/3 chance the caster will never be able to use the Wish spell again. Resurrection spells should have a similar mechanic. Either on the caster or on the character being revived.
 

KateMicucci

Arcane
Joined
Sep 2, 2017
Messages
1,676
I want tactical and fun games, not somebody's weird sense of "realism". Either characters should be automatically "resurrected" at the end of each battle, or it should be x-com style permadeath but only if it's easy to replace lost partymembers (like Battle Brothers)

The way D&D does it is garbage.
 

Daemongar

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All of it is kind of moot in a game with reloading. I like the way Wish is handled in 5E though. It has a condition where there is a 1/3 chance the caster will never be able to use the Wish spell again. Resurrection spells should have a similar mechanic. Either on the caster or on the character being revived.
I agree.

The core problem for me is that most games with resurrection is all benefit, no drawback so it really takes away from world building. Ok, so I built a world with all kinds of hirable NPCs and interesting characters, but if any party member dies, you can res them so there is no need to change party composition. However, if every time a pc died, they lost a level and a point of constitution, as in the original AD&D - and elves couldn't be res'd! Well, now when a player dies you have to think a bit.

All res penalties can be mitigated via game reload, though. Since we have save anywhere, and there are no drawbacks (generally) to being res'd, well, the problem isn't with resurrection, but the lack of need for it. Resurrection is handy, but lacks any importance. Resurrection is for players who forgot to save or just something you do after combat and move on, lacking any "holy shit, he was dead, now he's alive!" to it.

So, to add any agency to resurrection, you'd have to design a game around it - the save system, the magic system, the world. No small task. I like how Wasteland handled death and dying, which worked pretty well considering the game (when I played it) had only one save slot.
 
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Codex Year of the Donut
I hate the idea of having to "design around it" when the issue is that designers have designed games around cheating to begin with.
 

V_K

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at a Nowhere near you
People saying resurrection always leads to incoherent plots should play Solasta's main campaign to the end. The game's story overall is nothing to write home about, but that resurrection-based twist at the end is a stroke of genius.

But also, that problem doesn't arise if the game only has a minimal plot :incline:
Dark Souls style death systems
These systems have existed at least since Ultima 4.
 

Artyoan

Prophet
Joined
Jan 16, 2017
Messages
733
I hate the idea of having to "design around it" when the issue is that designers have designed games around cheating to begin with.
Removing manual saving/loading is a great idea for a ton of reasons but having people's personal characters die permanently will be jarring. My dream game would be a Wizardy 8 style personality system for player created characters, a six man party in which three are player created and the other three are recruited Dragon's Dogma style from pools of other people's creations. The other three die permanently when killed and the party is meant to cycle through recruits from start to finish with the player's main three being capable of dying but not permanently and for the most part, easy resurrection at 'bonfire' equivalents.
 

Kabas

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Resurrection is unnecessary. It's cool and thematic that in a games like Icewind Dale you can visit a temple to buy some cleric services, but in practice you will rarely visit them as reloading is simply less tedious in comparison to backtracking all the way back to buy a resurrection spell.
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
*shrug* window dressing aside, there is really only one fundamental question: does your combat result in meaningful long-term consequences, or not?

No consequences = unconscious characters recover after fight, raise dead is pretty cheap and plentiful, etc. Every combat happens in its own vacuum.
Yes consequences = unconscious gives debilitating injury until next doctor, character death is forever, etc. Attrition happens.

While the Yes route is obviously preferable, permadeath shouldn't really be necessary to achieve this. A fictional example would be a Gothic-like RPG where people regularly lose and regrow limbs a la lizard tails. Suddenly the meaning of crippled is different. Losing your arm against the enemy is common, but instead of reloading, you might now wish to regrow a different mutation there (e.g. a climbing hook arm, using a mutagen looted from a wall-climbing monster you just killed). Offended civilised folk? You ritually cut off a limb in apology and walk (/hop) away. NPCs regularly walk around with new/missing limbs, and it's easier for you to beat them up nonlethally as well.

Another way, more suited for a story-heavy game, would extend the PST design - e.g. a TNO-like guy that decides to abuse his strange powers for infiltration and sabotage. Pretend to die, get thrown into a dumpster to escape / enter guarded area. But they might take your belongings, or your alias you just used would be declared dead, requiring you to go ID frauding for a new persona.
 

Arryosha

Learned
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Dec 16, 2019
Messages
146
An alternative would be to offset the cost of death in some way. The reason people reload is the cost of losing a party member is unacceptable. You're losing an essential skill set you built for hours, and you might also have grown attached to the character. Then they suddenly disappear forever from the game because a rat won an rng jackpot.

The cost could be offset by making the character live on in the game as people do when they die. A vengeance quest, or companions could occasionally reminisce about the dead character. Emergent storytelling games show this can work to prevent savescumming. The cost could also be offset by giving the party a stat boost or ability that would make sense, like a berserk buff about avenging that dead companion.

The point would be to make death costly, but not so absurdly costly.
 

Ismaul

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make death costly, but not so absurdly costly.
The cost of death will always compete with the cost of reloading.

And reloading only costs seconds, and frankly you don't want to inflate reload time to make it more costly.

Plus, failling a challenge is usually an invitation to try again, to prove you can overcome it, while accepting defeat kinda goes against that motivation to get better. Even if failure was a fun option, many would still want to try again to succeed.

That's why, IMO, rolling with failure and death only works when it is forced because there is no reloading (Diablo, roguelikes), or when gameplay is unlocked through death or failure (PST, what Tigranes proposed). I think Gothic is still a toss up on this, as you can always reload after getting beat up even if you didn't die, though revenge does taste sweeter than plain success.
 

Azarkon

Arcane
Joined
Oct 7, 2005
Messages
2,989
I hate the idea of having to "design around it" when the issue is that designers have designed games around cheating to begin with.

Not really avoidable when the main game play loop is hundreds of battles with thousands of enemies slain. In anything resembling actual life, it's rare for a person to survive a dozen life and death situations, certainly not if the opponents are actually competent.

So, in fact, the way to actually avoid this kind of design, is not to have combat oriented games at all. But I'm sure most people here won't prefer that.

So return to last save it is.
 

Darth Canoli

Arcane
Joined
Jun 8, 2018
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5,737
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Perched on a tree
I like the games introducing the dying condition, particularly if you can increase the treshold (-10hp isn't enough for a 100-200 hp character) like in KotC 2.
Fuck yeah, agreed.
Most games just use stats so just have stat-based -hp as well.
Plus, it makes medic-type characters more useful and important.
I think it also goes well with a bleeding mechanic, so that someone can bleed until they start dying and then they can also bleed while on the ground, I can see some tension there in having someone dying in the middle of a fight.

You can also play with this mechanic a bit as well. Like having traits/perks/feats allowing for things being able to stay fighting at negative HP for a penalty (time/turn-based/spends extra fatigue or bleeds more/stat penalties), getting a "second wind" and rising back to fight for a few rounds, characters which can regen and perhaps even fast enough that "finish them off before they rise back" is a real issue, etc etc.

This mechanic should also allow an interesting edge to "Pacifist Play", in which instead of "No Fighting" it's more like "No Killing." Beat everyone to negative HP a bit, get XP, take their shit, patch them up, spare them. Maybe arrest/capture/slave them too. Which could also allow the flip side as they do this to YOU - like doing some crime, getting the shit beaten out of you by the police or waking up being interrogated, in the clinker - or in the coal mines/sugar cane plantation if you are unlucky.

RPGs really need less lethal fighting, not every fight should end in dozens of people dead just for the sake of it.

I couldn't agree more, tavern brawls should be just that and it would also allow for some more skills, unnarmed combat, brawl allowing for non lethal combat while armed combat could allow for non lethal wounds but could also "fail" miserably and cut an artery or an arm and kill your opponent, getting your party thrown in jail or having to fight off highly trained city guards.

Another thing that rattles my cage is how NPC and guards are so weak in most cRPG, you're the biggest bully in the yard and you're going to save the world!
It would be nice if many cRPG put you in your place at the bottom of the food chain with most guards, knights and NPC were twice the men you are, at least up until late game where you can somewhat catch up to most of them.


*shrug* window dressing aside, there is really only one fundamental question: does your combat result in meaningful long-term consequences, or not?

No consequences = unconscious characters recover after fight, raise dead is pretty cheap and plentiful, etc. Every combat happens in its own vacuum.
Yes consequences = unconscious gives debilitating injury until next doctor, character death is forever, etc. Attrition happens.

While the Yes route is obviously preferable, permadeath shouldn't really be necessary to achieve this. A fictional example would be a Gothic-like RPG where people regularly lose and regrow limbs a la lizard tails. Suddenly the meaning of crippled is different. Losing your arm against the enemy is common, but instead of reloading, you might now wish to regrow a different mutation there (e.g. a climbing hook arm, using a mutagen looted from a wall-climbing monster you just killed). Offended civilized folk? You ritually cut off a limb in apology and walk (/hop) away. NPCs regularly walk around with new/missing limbs, and it's easier for you to beat them up nonlethally as well.

Another way, more suited for a story-heavy game, would extend the PST design - e.g. a TNO-like guy that decides to abuse his strange powers for infiltration and sabotage. Pretend to die, get thrown into a dumpster to escape / enter guarded area. But they might take your belongings, or your alias you just used would be declared dead, requiring you to go ID frauding for a new persona.

Perma-death is difficult to manage for a RPG.
It all depends on the structure of the game, open world or not, new recruits available or not, new experienced recruits or not and how many? Infinite pool of player built recruits? Limited pool of dev's handcrafted companions? A bit of both?

I like PST's approach but I probably wouldn't if every other game used the same mechanism.

One thing that can be done with any system is a loading save count.
Save + exit wouldn't count, dying, quitting without saving, crashing the game would.
With this counter, you could do many things.

Reward the player with a lower count with harder encounters, more bosses and better rewards.
Lower the difficulty in some key encounters for the highest counters.
Or none of this, different systems.

If permadeath is a feature, in a cRPG, not a tactical where you can just hire another unit at will, it requires an acceptable penalty and a reward later for not reloading.
Because, as some players pointed out, the investment on a character in a cRPG with a small team and often limited resources is higher than in a tactical game featuring a huge pool of recruits and 2/4 times more fielded units in battle.

Edit: Almost lost the whole text, thank whoever is responsible for saving the text whatever wrong button you click and even if you quit and come back.
 
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Blutwurstritter

Scholar
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Sep 18, 2021
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Germany
Resurrection that comes in the form of a cheap service or spell is bad. I don't think that it needs to go completely but it has to be very expensive and exclusive. Ideally tied to its own quest that cannot be repeated. The reactivity to death and resurrection is also lacking. Especially if you have the mechanic and scripted deaths to which npcs react in the same game, BG2 is probably one of the most notable offenders when it comes to this. Is it a big deal that evokes reactions or is it a every day occurrence that isn't worth mentioning? You can't have both at the same time.
 

NecroLord

Dumbfuck!
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Another thing that rattles my cage is how NPC and guards are so weak in most cRPG, you're the biggest bully in the yard and you're going to save the world!
It would be nice if many cRPG put you in your place at the bottom of the food chain with most guards, knights and NPC were twice the men you are, at least up until late game where you can somewhat catch up to most of them.
Kingdom Come: Deliverance does put you at the bottom of the food chain as nothing more than a peasant(blacksmith's son,but still).
Henry has to gain some wealth and serious combat skills in order to make it out in Bohemia.
Combat with guards,armored knights and bandits can easily get Henry killed.
 

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