Maybe it's a great idea, but we seem to be in agreement it doesn't fit the current lore. Systems that maintain the world rather than bend or break it will always tend to win in my book.
Soul strands are not part of the soul itself, the way I understand it, but some sort of means of holding the soul and body together.
When a character loses a soul strand, the soul hasn't lost any pieces and hasn't gotten weaker; there are simply fewer strands available to hold the soul to the body.
SMD is not a strengthening of the soul but strengthening of the bind between soul and body.
While I'm intrigued by Jrizz's option #2, the system would make it so that nobody would ever Perm. If you were on your 9th or 14th SS, you would *always* choose to respawn, and just have to sit out of game for 24 -30 hours. While the loss of play time is a bite, there is no risk for those on their last soul strands at all. Merely respawn, sit out a bit, and get to keep your character. Wash, rinse, and repeat next week.
I don't know, it just makes sense to me that if you don't use the bindstone in a given death, that you aren't subject to its taxes. If I avoid the toll road and drive inner-city, it might take longer but I don't have to pay the toll.
would be that clerics would be much more useful since they could effectively save people not only from death, but from the soul mother herself.
Well yeah that is the case but think about what a real pain it would be to have to sit it out for 24 hours EVERYTIME you die. Now that will give the fear of death. Oh and it would also to the complete end of the refund program
I do think altering established lore, for that purpose or any other, is not something to be taken lightly.
I like suggestion 2 the best, as there is still SOME chance of SS loss on death (representing, somewhat, the strain of death), but think that perhaps the lowering by 10 and 20 would be a bit much, while the % offered is too little.Raise Dead can be cast at level 9, while Res can be cast at level 13.Perhaps one could roll at 50% of the chance and 25% of the chance, respectively, which still leaves a significant risk for higher levels, but leaves it proportional to those of any other level.