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Saisei wrote:I had toyed with the idea of having waging the fight internally. Say once the player(s) drink the blood they collapse (which seems to always happen) and it plays out in their head (kinda like the fade) so they have to be strong enough to fight back.




Elfie wrote: But there's no way they're joining the Grey Wardens and simply surviving by virtue of being attached to their characters.
Elfie wrote:And I would ask them whether they want a "true to the setting" level of mortality (no bonus TN 14) or a "better for long-term storytelling, but still possibly fatal" level of mortality (triples on 3D6) .


Saisei wrote:If you expand on it let me know! I won't be running the Joining for a while.

Elfie wrote:"Strongest" doesn't mean constitution though or they'd never get mages.
Also for a statistical reference, in the joining in DA:O, 2 out of 3 recruits die during the process.
What about TN18 with a bonus to the roll equal to half your level (rounded down).
So for a level 1 character, that'd be a TN 18, nearly impossible. And for a level 20 character, it'd be a TN 8, a decent shot at surviving.



empyrien wrote:I would classify DA:O as a 1 out of 2 survival rate, with the third death technically not actually due to the ritual itself. In Awakenings depending on your decisions the survival rate can be as high as 5 out of 6 recruits.


Saisei wrote:I had toyed with the idea of having waging the fight internally. Say once the player(s) drink the blood they collapse (which seems to always happen) and it plays out in their head (kinda like the fade) so they have to be strong enough to fight back.
something like that maybe. Make it deadly but the outcome is in the players hands

The Risks of Joining
As an optional rule you can incorporate risk into joining any organisation. This puts them in line with becoming a Grey Warden. Whether through secret life-threatening rituals, hazing gone wrong or botched initiation mission, joining any organisation is risky. Whenever you do join an organisation roll 3D6. If you roll a triple the character has met with some kind of misfortune and died.
This functions the same way as the Grey Warden joining ritual and should only be used if such a ritual is also being employed. Similarly, if you don’t see the point in threatening characters with death if you don’t want to actually kill them, such a test need not be taken for any character joining any organisation. A sense of challenge can still be generated by inflicting penalties on a character’s tests or reducing Health for a certain number of days due to the side effects of said ritual/hangover/post traumatic stress from committing your first murder etc. The lead up to the joining of an organisation can also be arduous, presenting the character with difficult tasks rather than a test or die scenario.



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