by MedicineStorm » Tue Sep 08, 2015 11:35 am
color=#0000FF]...[/color]"Life Seal enchantment" from an NPC where when you die, you are resurrected
Good idea. Allow players to purchase phylacteries. Sometimes called Soul Jars- or in the Harry Potter series, "Horcruxes"- These allow your soul to be held aside so when you die, you automatically come back to life after a short time. Of course, the phylactery breaks once it's triggered.
Death will be meaningful and come with drawbacks, but I like the idea of spells from other players reducing those drawbacks. A perfect task for the party's high level healer.
color=#0000FF]...[/color]if a player died another can bring him back at cost to himself
What sort of cost? Mana at a minimum, but what else? You mean the same cost as temple resurrection, just assumed by the caster instead of the dead player? There wouldn't be a point in having a resurrect spell if the net cost to players was just as much as being resurrected at the temple when no other players are around to help out.
Resurrecting a player should be no small feat, but not so large a feat that players are unwilling to resurrect their allies. Long casting time, long cooldown time, large mana cost, and the difficulty involved in obtaining a resurrection spell are probably enough to make the ability significant, but also highly sought-after for the ability to avoid the typical death penalties like loss of money or experience point debt. However, I wonder if those costs would be insufficient to discourage abuse. It makes sense for allies to resurrect their party members, but we probably want PC's (that don't know each other already) to set up competition against the Temples.
Healer PC:
"Come get resurrected by me! I only charge half as much as the Temples! Bring out your dead! Half price special!"But we have to make the act of resurrecting PCs come with a non-trivial cost to either the resurrecter or the resurrectee. Otherwise players would just resurrect any stranger that asks because hey, it's free! Which would completely negate the reason for making death cost something. Death would be meaningless again.
Joe Armor:
"OOoooh! (ghost sounds)
Hey, can you res' me? I don't want to waste money at a Temple."Paul Friar:
"What? no, man! stop asking. You should have thought of that before you decided to die if you didn't want to pay the Temple fee."Joe Armor:
"Why not? it doesn't cost you anything!"Paul Friar:
"Yes it does! I lose 3 XP every time I res' someone."Joe Armor:
"Pff! 3 XP? That's nothing. You can get that back by killing 1 rat!"Paul Friar:
"If I res'ed everyone that comes into town with a sad death story, It'd take me 5 dragons to make up for all the xp I'd lose."Joe Armor:
"Ok, what if I gave you 5 gold?"Paul Friar:
"5? that's not even worth my time. Make it 20, or help me with the Hillcutter quest."Joe Armor:
"Ok! res' me and I'll tank for you on the Hillcutter quest!"It doesn't have to be XP, but some material cost is probably in order. Other job classes will probably have material costs in the normal course of their play; scrolls, potions, crafting components for repairing items, food, etc. So this wouldn't be a definitive disadvantage for healers.