Death is Boring: Re-skinning ‘Dropped’ in 4e.

Death is Boring: Re-skinning ‘Dropped’ in 4e.

Death is really boring.

There, I said it.  Now, I’m sure you can agree with this when “death” means “PC death”. Nothing stops a story faster than the death of your PCs, so death as an outcome for players sucks. But I don’t want to talk about adventurer death.  NPC death is boring too, and far more frequent. NPC death happens all the time with little fanfare or interest. It doesn’t have to be this way, though.

Page 261 of the Rules Compendium says:

When an adventurer reduces a monster or a DM-controlled character to 0 hit points, he or she can choose to knock the creature unconscious rather than kill it,  Until it regains hit points, the creatures is unconcious but not dying.

So, any time you drop an NPC, A PC  can choose to not have it die.  Neat, but still a little boring.

Let’s extend this a touch.  One of my GMing tricks involves letting a player choose how an NPC goes down.  ”How does he die?”  Is frequently heard at my tables.  Players often come up with creative ways to dispatch a monster, and become invested as they grab the reigns. We are getting more interesting, but we are still not at “exciting” yet.

What I’m proposing is this: once per fight, let a player make a  skill check as a free action when dropping an enemy.  If the skill check (let’s default it as hard, but we can shape difficulty to adjust to the situation) is successful let’s give it a specific effect.

Some examples:

  • The Horizon Spirit’s Rage includes a religion check when dropping a ghost to put it’s soul peacefully to rest. Dead = Banished.
  • Fighting brigands, I can make a diplomacy test to recruit a brigand to my  cause, or intimidate to send him of with a threatening message for his boss.  Religion might let me convert him to my faith. Dropped = “Holy Conversion”.
  • Drop the last enemy in a fight and use intimidate to kick off an interrogation skill challenge immediately.  ”Who are you working for?”
  • Kill a monster and use Heal to ferret out its weak spots and those monsters of the same type.
  • Thievery can give you some random “loot”, for flavor or future story purposes (as decided by the nefarious GM).
  • Diplomacy against a threatening but otherwise reasonable villain might turn it into an ally.

Essentially, we are re-skinning death.  From extending that we can open our game up and increase immersion.  You can use alternate death consequences to hide some of the seams.  You don’t really have to even roll if you don’t want to.  You could let a player try something instead of killing an NPC with any trained skill they had.  Give each player a once per scene use of any trained skill when killing an NPC and see what they come up with.

Really, you don’t even a skill at times.  You can tag certain enemies to do all sorts of different things when they drop.  You can use enemy death to your advantage as a DM.  One of the cultists when dropped flees with its dying breath to pull a lever activating another battlefield hazard.  A solo when dropped curses his killer .  Think of all the ways that death can serve your story.

What ways have you or could you use alternate effects for getting dropped in your stories?

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About the Author

A Jack of All Trades ,or if you prefer, an extreme example of multi-classing, Gamefiend, a.k.a Quinn Murphy has been discussing, playing and designing games straight out of the womb. He is the owner and Editor-in-Chief of this site in addition to being an aspiring game designer. As you would assume, he is a huge fan of 4e. By day he is a technologist. Follow gamefiend on Twitter