Frank's position is well-taken, but here's the thing - these rules aren't part of a character's basic competence, they don't take up any class features. So the part where your class gives you the ability to die gloriously instead of an actual power is moot. And monsters don't have these rules applied to them, though it might be cool if the occasional recurring villain had something similar.shau wrote:I'm still with Frank from the healing surges thread as to the whole last stand thing. But if you are going to do it then Draco Argentum has a good idea.
Otherwise players will set up teams of suicide soldiers and take turns going out in a blaze of awesome then rolling up a new human time bomb.Draco_Argentum wrote:People should be able to do the Star Wars scene where Obi Wan dies holding Vadar off. I'd suggest that blaze of glory turns you into a hardcore road block rather than letting your team butcher the enemy super hard.
As to the 'last stand' part, it's not to my taste, but it might be to yours and I don't have a problem with it. I like 'taking you with me' fights as much as doomed last stands. Again, though: how do you write the system for it? 'Road Block' is not a supported role in 3.x, and given that three different classes may need three completely different mechanics to be effective in that way, it sounds like more work than I'm going to do.
I think the forced recharge on the ability to die should prevent the waves of suicide bombers phenomenon. Since it's a 'once per adventure' for each character at most, there's a real incentive to wait for the opportune moment.
I think the real issues with the rules are only going to come out in play. So, playtesting, is anyone interested in actually giving this stuff a try?