(the whole weaker/stronger in soul thing is not actually even applicable),
You honestly believe that players would be more attached to their characters if there was no fear of death?
It is a system based on inevitability though. Eventually, everyone will die for the last time.
Like in the real world, there are people who seem to cheat death, and there are those for whom the Reaper comes at the earliest convenience.
Is it "fair"? Maybe, maybe not. It can be argued successfully in either direction, and depends greatly on how one defines "fair".
Life, real or virtual, is full of randomness and luck in both directions.
I'm not sure there will be a system that makes everyone happy and which keeps the intent firmly in place, at least not in NWN.
I don't know about you, but I am not attached to my children because I fear losing them. ... If I thought about losing them everyday, I would probably distance myself from them to prevent the pain and agony of losing them. ... I don't rp thinking that my PC could die. I am not attached to my PC because I fear losing them. I am attached to them because of the 'people' they have become and the relationships that have been made. ...
What is the intent? Does having randomness in the death system contribute to that?
@Jrizz - I can understand the motivations behind your suggestion, to a degree, but I have a number of problems with your proposed implementation. First among them, the "twelve by twenty". At most, this should be ten by twenty. As it stands, many characters make it through to epic levels. A 20% increase in soulstrand count prior to the magic number would make it that much easier to achieve, and cheapen it both for those who make Epic levels after the alteration, and those who made it the hard way, before.
In addition to that, as you so accurately pointed out, people already try to reach 21st level for that magic "recharge". If alternate levels are rewarded with additional soul strands, I can predict that people will view each additional soulstrand as another fencepost to pass. This would go a long way towards encouraging the powergamer mindset - after all, the faster you get through the levels, the faster you get your strands.
Additionally, it favours the established players. That is to say, those people who already have friends on the server could easily say "look, I'm on my last soul strand - can you guys help me level so I can get another?", while those new to the server wouldn't yet have alliances of this sort - whether or not we even want to encourage that behaviour!
As yet another point I hold against the idea, what of those characters already in-game? Do they get an infusion of soul strands? Do characters on their 6th strand already by level 9 simply get killed? Fairness and equity would be troublesome... and the database updates would be a nightmare.
Recovery/regeneration. After three months, realtime, (as an example), any character with less than ten soulstrands would "recover" one. This would allow a player to keep a favoured character - they would simply have to mothball them for some time if they wished to do so. This would actively discourage powergaming, since it would force the player to play cautiously (if at all) if they wanted to keep their in-danger character.This would also be far easier to implement, and fairer across the board, as all would start out on an even footing, with no more or fewer strands granted until the first time period elapsed.There would also be a couple of caveats to such a change, in my mind:The countdown for strand recovery would begin from the time of the last soulstrand loss. That is to say, if you lost your first soulstrand, and then lost a second a month later, you would recover a soulstrand three months after the second loss. This would both encourage caution and allow for an IC explanation - additional trauma to the soul during the healing process undoes any good that's been done.A character would stop recovering soulstrands when their count returned to ten. If they chose to take SMD, any strands from those extra which were cut would be lost forever - if they were fortunate enough to push past 10 when they took the feat.Soul Strand refunds would become entirely the dominion of GMs/WLs. If on a quest a GM feels their spawn was unfair, costing one or more characters a strand, they could request the refund. Likewise, if an exceptional death were witnessed, the GM/WL witness could make the request. Any other requests would be deemed spurious - especially since, in the fullness of time, the refund would deliver itself.
The problem with a system whereby everyone gets the same number of deaths regardless will inevitably result in people building for AC and HPs, moreso than now even. The complaint then will become not the randomness, but that if someone goes for an RP build (which we would like to see, of course) over a "durable" build, then that person who chose RP is at a much larger disadvantage than they are now. Sure, RP builds are rarely durable, so even in our current system, they die more often, but at least now there's a pretty good chance they won't lose a Soul Strand.
And since we're not going to get rid of lag, random disconnections or people logging in with 50 lion bags filled with CNR...ever...a system of "X deaths until you're done" is no more "fair" than a randomized one, since there will still be deaths that get attributed to these things, and they will be unfair, potentially moreso, since there's no random chance that it won't count toward your allotment. Every death, IC or OOC, will subtract that number, whether it's your fault or that guy logging in with 50 bags of CNR.
The OOC intent is to maintain a respect for character death and enforce the idea that actions may have consequences, and ill-advised actions often have worse consequences.
Also, there's the idea of encouraging RP over a bashing race up in levels. As for IC intent, some of that I can't get into, so I'll leave it with the OOC for the time being.