qoonpooka wrote:One of the things that draws me to H&H is just how extremely, brutally, unforgivingly lethal PvP is.
I agree, and that's why I don't like to think of this change is "removing permadeath". There should very much be ways of dying. If you'd like to argue that the proposed change makes it too difficult to die, then that's a fine argument, but again, I don't think death should be the only possible outcome of PvP.
It should also be noted, of course, that with enough wounds, a character might still be "as good as dead" for quite a while after a fight.
Granger wrote:The way of death I suggested here could be a start for a plan:) On death the character respawns 15 minutes later naked and without LP at the HF - but with Kin list, map, discoveries, skills, attributes & abilities it had when dying. Also with a wound that gives a 100% debuff to the latter two and will take a relevant time (like 4 ingame weeks / ~9-10 RL days) to heal (so the debuff reduces with time), no remedy available and windblown leafs won't work on it. The only difference to teleporting to HF is the added wound, unspent LP and stomach contents be gone, and a corpse left behind now holding all the gear and inventory the character had. Skulls only contain the LP gathered since last respawn, Burying the corpse might reduce the wound
I have to admit I'm not terribly fond of that idea, though. I think experiencing death should be harrowing, when it happens. If anything, I might be open to other character states "between knock-out and death", but that probably makes it a bit of a different question altogether. Such states could very well be effected by means of certain kinds of wounds.