Overview
The Dragon’s Neck takes the approach that resurrection magic is an art almost entirely lost to time. Hence, whenever a character mechanically 'dies', they will be treated as badly wounded, and a mechanical debuff will be applied to them upon their ‘respawn’. Only permadeath will be considered actual, in-character death as far as the narrative, and roleplay is concerned.
Note: This article deals primarily with the mechanics of death/dying. For details on roleplay, or the process of 'opting In' in regards to permadeath, please review the PvP & Conflict page.
Bleeding Out
- Player Characters will begin bleeding once they drop below 1HP.
- While bleeding, PCs have a 5% chance each round to stabilize and return to 1HP.
- PCs that are healed at any point during the 'bleeding out' process will be stabilized to 1HP.
- When reaching -10HP:
- All silver the player was holding is dropped upon death.
- Players receive a debuff (symbolized as a grim wound).
- Debuff Effects:
- 1st wound: -1AC, -1AB, +10% Damage Received
- 2nd wound (if the debuff is not cleansed): -4AC, -4AB, +20% Damage Received, 25% Spell Failure, 100 xp per level loss.
- 3rd wound (if the debuff is not cleansed): -6AC, -6AB, +30% Damage Received, 50% Spell Failure, 100 xp per level loss.
- 4th wound (if the debuff is not cleansed): Immediate and irrevocable Permadeath. Note that permadeath in this scenario is guaranteed, with no rolls involved.
- This debuff can be cleansed by an NPC priest at a temple for the price of 60sp/level.
- Alternatively, each stack of Grim Wound will expire after 24 Real Hours.
- Obtaining wounds has a cooldown of 5 minutes to avoid scenarios where players get hit with back-to-back-to-back Grim Wounds.
- Debuff Effects:
- Players will be presented with an option to either remain unconscious at -10HP, or to "Respawn", which will jump players back to the entrance of the Dungeon/Area and cause them to lose all of their carried silver.
- If at least one other player is close to the player’s downed body when no enemies are present, Respawning will allow them to rise where they died instead.
Permadeath & "Opting In"
On TDN there are three ways for your character to become eligible for Permadeath:
- "Opting In" [The most common]
- This can be done immediately, at any time, using the '!optin' command in-game.
- Playing a class that is auto-opted-in:
- Chymist
- Warlock
- DM discretion based on campaign events or player-decision
- A DM will notify you if this were to take place.
Benefits to Opting In:
- +10% RPXP Ticks
- Eligibility for Faction Leadership Positions (TDN Factions specifically)
- Civilians:
- +15% RPXP Ticks
- +10% Crafting XP
PvP Permadeath Rolls
Permadeath is confirmed or avoided by a roll-based system, meaning that each time a player that is opted into permadeath is reduced to -10 hp (referred to as ‘Downed’), they must make a D100 roll which decides whether or not they permanently die.
An opted-in character’s first Downed state will result in their player attempting a relatively likely check. A roll of 21+ will be required for that character’s survival, giving them an 80% chance of escaping permadeath. For each subsequent PvP death, the difficulty of the roll is increased by 20, decreasing the probability of their survival by 20%.
Thus, after being Downed 5 times from PvP with another opted-in character, even the luckiest opted-in character who has escaped death on all previous occasions, against mounting odds, will inevitably die permanently with a 0% chance of survival.
For clarity, a table of the necessary permadeath rolls and the percentage chance of survival for an opted-in character after being Downed a certain number of times from PvP with other opted-in characters is shown below:
Number of times Downed | Roll necessary for survival (D100) | Percentage chance of survival |
1 | 21-100 | 80% |
2 | 41-100 | 60% |
3 | 61-100 | 40% |
4 | 81-100 | 20% |
5 | N/A | 0% |
Permadeath Rewards
- In the event a Character is retired permanently (whether through permadeath or something else), the player will receive a portion of the closed character's XP, GP, and CXP (Crafting XP) that can be used for a new Character. Contact a DM to receive these benefits.
- XP: 1.75 Levels * Dead PC Level (Rounded Down)
- Examples:
- Permakilled Level 18 PC: New PC receives level 10 free.
- Permakilled Level 9 PC: New PC receives level 5 free.
- GP: 500gp/New Level
- Examples:
- Permakilled Level 18 PC = Level 10 New PC = 5,000gp
- Permakilled Level 9 PC = Level 5 New PC = 2,500gp
- XP: 1.75 Levels * Dead PC Level (Rounded Down)
- CXP: 50% of all CXP can be redistributed as the player sees fit & within profession guidelines.
FAQ
Q: In what scenarios would the team consider overturning a failed perma-death roll?
A: The staff takes an extremely hard line on perma-death. There are only two foreseeable scenarios in which such a decision would be considered:
- A DM made a mistake, such as accidentally misclicking resulting in the death of a player.
- A system error that is decided by staff to be egregious in regards to the perma-death rolls or the system that governs them.