this is a fork from RW's new thread on ideas for D&D that ain't never been done.
I think lots of us have sensed that it is tricky to pull off a heroic sacrifice scene in D&D. Under the rules, it isn't covered, and in fact is often imprudent, avoidable, or bypassable (ressurection and healing).
I'm thinking of scenes like from LotR: fellowship of the ring with Gandalf vs. the balrog, or Boromir vs. the Urukai.
Big, important deaths. Granted, in the Gandalf situation, he got better. And Boromir failed to save Pippin and Merry, though I suppose in the big picture, Frodo and Sam got away.
I think it might open up some play options if the game better enabled it. But it's got to be simple, and worthwhile for the players.
Here's one idea I have for a Heroic Sacrifice rule (in the more traditional sense):
Heroic Sacrifice
This would be a full-round action. If the PC is in a situation where he could sacrifice himself, to save the party by some feasible means (destroying the bridge he is on, holding up the collapsing ceiling while his friends escape, etc), then he executes this move.
The party is granted a free and safe escape from the area/encounter region (just like the Fellowship completely exited Moria). The surviving party takes no damage, and gets 1/4 XP for "defeat of the monster" providing the roleplay some sadness and loss, or say something in memoriam.
The player of the sacrificing PC gets something too. There's a 25% chance his PC isn't dead, but will remain out of play for at least a day or so. If the PC suceeds, he'll get 1/4 XP for his sacrifice (just like Gandalf leveled up and became a white wizard). If he fails, his new PC starts off with an additional bonus of 1/4 XP of the encounter's value. Either way, the player gets paid for making the sacrifice, especially as the player may have to sit out a bit before his old or new PC can be introduced.
Commentary: I like the concept, but would want to fine-tune the numbers, which I just pulled out of my hat as I wrote this. Assuming the high-end of level approriate encounter, I wouldn't want 1/4 XP to result in granting more than 1 level to the PC, especially a new one.
Heroic Death
If the PC just took damage that would put him below 1, he can declare it a Heroic Death. This means, his PC stays dead. Healing or raise dead won't bring him back. The party is roused/enraged by this, and gets a bonus to their attacks, AC, damage and saves equal to his level divided by 5, rounded up for the duration of the encounter. This basically means they'll kick some butt and might win the encounter. They'll be expected to role play some sadness or give a few proper words in memoriam after the fight. And the fallen warrior will need to be buried/burned/sent off on a boat with all his gear.
the Player's next PC will start off with some extra XP, money, or one item from the previous PC (assuming he's next of kin). the player chooses.
Commentary: another newly made up idea. The right XP or money amount would need to be determined. Also, the bonus to the party should have some thought given as to how much is too much.
I think lots of us have sensed that it is tricky to pull off a heroic sacrifice scene in D&D. Under the rules, it isn't covered, and in fact is often imprudent, avoidable, or bypassable (ressurection and healing).
I'm thinking of scenes like from LotR: fellowship of the ring with Gandalf vs. the balrog, or Boromir vs. the Urukai.
Big, important deaths. Granted, in the Gandalf situation, he got better. And Boromir failed to save Pippin and Merry, though I suppose in the big picture, Frodo and Sam got away.
I think it might open up some play options if the game better enabled it. But it's got to be simple, and worthwhile for the players.
Here's one idea I have for a Heroic Sacrifice rule (in the more traditional sense):
Heroic Sacrifice
This would be a full-round action. If the PC is in a situation where he could sacrifice himself, to save the party by some feasible means (destroying the bridge he is on, holding up the collapsing ceiling while his friends escape, etc), then he executes this move.
The party is granted a free and safe escape from the area/encounter region (just like the Fellowship completely exited Moria). The surviving party takes no damage, and gets 1/4 XP for "defeat of the monster" providing the roleplay some sadness and loss, or say something in memoriam.
The player of the sacrificing PC gets something too. There's a 25% chance his PC isn't dead, but will remain out of play for at least a day or so. If the PC suceeds, he'll get 1/4 XP for his sacrifice (just like Gandalf leveled up and became a white wizard). If he fails, his new PC starts off with an additional bonus of 1/4 XP of the encounter's value. Either way, the player gets paid for making the sacrifice, especially as the player may have to sit out a bit before his old or new PC can be introduced.
Commentary: I like the concept, but would want to fine-tune the numbers, which I just pulled out of my hat as I wrote this. Assuming the high-end of level approriate encounter, I wouldn't want 1/4 XP to result in granting more than 1 level to the PC, especially a new one.
Heroic Death
If the PC just took damage that would put him below 1, he can declare it a Heroic Death. This means, his PC stays dead. Healing or raise dead won't bring him back. The party is roused/enraged by this, and gets a bonus to their attacks, AC, damage and saves equal to his level divided by 5, rounded up for the duration of the encounter. This basically means they'll kick some butt and might win the encounter. They'll be expected to role play some sadness or give a few proper words in memoriam after the fight. And the fallen warrior will need to be buried/burned/sent off on a boat with all his gear.
the Player's next PC will start off with some extra XP, money, or one item from the previous PC (assuming he's next of kin). the player chooses.
Commentary: another newly made up idea. The right XP or money amount would need to be determined. Also, the bonus to the party should have some thought given as to how much is too much.