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Artificially Pausing for Monologues/Dying Words?

Started by RPGPundit, November 14, 2006, 10:29:45 AM

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Levi Kornelsen

Quote from: jrientsI heartily endorse this position.

I heartily endorse this endorsement.

flyingmice

Quote from: Levi KornelsenI heartily endorse this endorsement.

I heart the endorphins!

-clash
clash bowley * Flying Mice Games - an Imprint of Better Mousetrap Games
Flying Mice home page: http://jalan.flyingmice.com/flyingmice.html
Currently Designing: StarCluster 4 - Wavefront Empire
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fonkaygarry

Quote from: RPGPunditThere are two issues with the "dying pause". If you do it in the middle of combat, your less emulation-minded players might say "why can't I just strike him dead while he's standing there talking???".
If it happens after, especially if its to a PC, they'll say "why can't I heal him?".
Viking hat.
teamchimp: I'm doing problem sets concerning inbreeding and effective population size.....I absolutely know this will get me the hot bitches.

My jiujitsu is no match for sharks, ninjas with uzis, and hot lava. Somehow I persist. -Fat Cat

"I do believe; help my unbelief!" -Mark 9:24

Nicephorus

Quote from: kregmosieri think we all know from movies and literature that you DO NOT INTERRUPT A SWEETASS FIGHT for that stuff. ;)

If done well, it makes the fight better.  Look at the example One Horse Town gave.  Or imagine a monster not known to have speaking ability blurting out "You still lose" after having their head cut off.  That might affect how the party fights the rest of those monsters.

I always keep it short, very short for minor characters.   A rule of thumb might be 1 word per HD/level.  That helps both with plausibility and lessening the interuption.

mythusmage

Nothing ruins a death soliloquy like having the wound closed up with a touch.
Any one who thinks he knows America has never been to America.