Death Is Cheap: Difference between revisions

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* Played with in ''[[Neverwinter Nights 2]]''. In the original campaign, this is averted: party members who lose all their HP simply suffer a [[Non-Lethal KO]] (unless the entire party is KO'd) and revive at the end of the fight. Despite being based on D&D rules (see [[Tabletop Games]], above), three friendly characters suffer [[Plotline Death]] and [[Gameplay and Story Segregation|can't be resurrected]]. Possibly justified by the setting requirements for resurrection: you have to be willing, and there can't be anything keeping you back.
** Played straight in the second expansion ''Storm of Zehir''. KO'd party members will bleed out and die if left unattended, but resurrecting them is as easy as traveling to the nearest temple and paying for a ''resurrection'' spell (or keeping a good stock of Coins of Life handy, consumable items that cast ''resurrection'').
* The ''[[Epic Battle Fantasy]]'' series makes it quite hard to die for good: reviving spells are quick and easy to cast, they can even be used preemptively to apply the auto-revive effect that raises the ally from the dead shortly after a killing blow (unless the effect is dispelled), reviving consumables aren't as rare as they look, especially towards the end of the game, and leaving a battle revives all fallen allies who can just wait to recover their health. As long as a single party member is alive and well, everyone can get back up. The 5th game in the series even makes it possible to build a single character with equipment and skills to essentially have auto-revive almost constantly and fully heal and get their health and defenses drastically buffed every time they get revived during a battle. Considering how hard the game can get in epic difficulty, this strategy becomes almost a necessity against bosses (above all those with [[Non-Elemental]] attacks or attacks of too many different elements to make resistance stacking effective).
 
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