Thread: Death systems
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May 20th, 2009, 20:13
I voted "Japanese system" (though I don't play JRPGs), thinking of a system like Realms of Arkania being an improvement over 'traditional death'.

Basically it's half-way between traditional and hard-core. It means that you will never save/reload for trivial things (such as one fight, or a random event going the wrong way) and saves/reloads are for major things only… big story plot divergences and very bad defeats (like losing half your party). If you just lost one character out of six you might even continue without reloading because of the effort that goes into a dungeon and the rewards you gained make up for the loss.

It makes you think about what you're doing without being completely frustrating (dying right at the end of an iron-man game due to bad dice rolls).

Spending XP to save can also be a good idea as long as it's not too much.
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dagorkan

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