Piratecat ruined my D&D game

Piratecat said:
I currently have people raised carry some taint of death back into the living world; until they do a quest for the God who raises them (and that quest is as big or as little as I wish), people recognize that they've been dead and react to them poorly if thewy're superstitious. They look sickly, with hollow circles under their eyes, and animals flinch at their touch. This is all just window dressing for the negative level that I'm using instead of a lost level, but it has a continuing feel that I like.

The George Martin Fire & Ice books have a similar take on Raise Dead. He has a couple of characters who have been raised, but they still have problems stemming from the wounds that killed them. One who had her throat slit can no longer talk. One still has a big hole in him. And each time someone gets raised, they get more and more lich-like in appearance.
 

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Ashy said:
1. No XP AT ALL - all of my level advancement is now completelt dependant on the completion of story arcs; when the party completes a story arc, everyone levels. This works very well in the world of training as well. ;)

I like this idea, I think, but how do you deal with the xp cost for creating magic items?
 

mhensley said:
I like this idea, I think, but how do you deal with the xp cost for creating magic items?
I do it with action points. Here's the system I was describing, condensed down to two pages; it works extremely well for us.

The short version of the rules:

[sblock]• You no longer gain, or need, XP to level. PCs level when the DM decides (which is usually pretty obvious, about once every 10 sessions for us.)

• PCs end up with 5 + 1/2 lvl Action Points per level. The 5 points are kept track of separately from the others. Action Points can be used as per the rules on the SRD (see below); in general, an Action Point can be spent to add 1-6 points to a d20 roll or break the rules in some small, interesting way. I plan to be flexible with this, and if the PCs have other good ideas on the fly, that's fine. APs usually only apply to one die roll or one action.

• APs other than the 5 automatic ones can be turned in at 1000 xp/AP to form an xp pool. This pool can be used to power xp-draining spells, make magic items, and the like. In order to power such things, one character may donate his xp pool to another character at a conversion rate of 3 per 1. The two (or more) characters must be touching when this occurs.

The supporting character may donate all of the required xp if he has enough APs. Be aware that when making items, the item being made may reflect the supporting character in some way (more relevant for intelligent items, but anything is possible)

Example1: Dranko and Aravis wish to help Morningstar cast miracle. Morningstar spends 3 APs for 3000 xp, and Dranko and Aravis each spend 3 AP to help him; those APs from Dranko and Aravis convert to a pool of 1000 xp each. With 5000 xp to fuel it, the miracle goes off.

Example 2: Greywolf wishes to cast limited wish. He burns 1 AP, giving him 1000 xp in his xp pool. He uses 300 of that xp to cast the spell, and has 700 xp left over for future powers or item creation.

Example 3: Flicker wants to donate the xp required to make +4 gloves of dexterity. Kibi will make it, but Flicker donates 2 AP. This creates an xp pool of (2000/3=667 xp). The gloves require 640 xp to construct, so Kibi spends no xp and Flicker has a measly 27 xp left over in his pool. It still costs the normal amount of GP to make.

• At the end of a level, all remaining APs and xp pools disappear and are fully renewed. (I expect that folks will use up their remaining APs in the final battles, or make magic items before they train. That’s just fine.)

• PCs are responsible for tracking their own APs and xp pools.

• If a PC dies and is raised, they suffer a negative level from the death until they complete a quest that is mandated by the God whose power raised them. There is no way to circumvent this negative level, other than using magic like true resurrection in the first place. The negative level has physical and spiritual signs, and there may be societal implications to having returned from the dead.

• NPCs don’t generally get any Action Points unless they're important bad guys. Cohorts get 5 action points: enough to save their butt in times of crisis or pull the fat out of the fryer when really needed, not enough to be cooler than the hero. A player decides when a cohort uses their Action Points, not the DM, and the player is responsible for tracking them.[/sblock]

Note that dying gives you a negative level instead of making you lose a level. This is deliberate; one of my goals is to make everyone level at the same time, and that sort of a system never brings lower-lvl PCs up faster than average, like the default XP system in D&D does. I think the negative level is a good balance, because the DM can make the required quest as easy or hard, quick or slow, as he wants.

I also like the idea that the negative level opens up new roleplaying opportunities. Imagine a cult that only accepts people who have been to the land of the dead and returned (ie, who have a negative level from dying.) Imagine old crones who can sense this in a person. There can be societal consequences, either negative or positive, for people who have died and returned. All kinds of fun.
 

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I've said this before in numerous other threads: character death isn't necessary to have challenge and excitement in a game.

I've played for years with a group in which character death occurs very rarely. We only recently had our first character death in a number of years, and that occurred only because we're playing in the Eberron setting and raising/resurrecting characters is so much more difficult in that setting. Had this death occurred in one of our Forgotten Realms games, it would likely have either been hand-waived away or would have inspired a quest to get the dead PC raised.

Last week in one of our FR games my PC would have died if the party cleric hadn't cast stalwart pact on him earlier. I knew he wasn't likely to die, but that didn't make me feel any less tense when his hit points dropped into the teens.

If you don't want to go as far as making death virtually impossible in your campaign, another suggestion to keep the sense of continuity in the party would be to have all the players make a secondary character at the beginning of the campaign. Such a secondary character would essentially be an offscreen NPC. Perhaps the second PC could be related or connected to the party PC in some way. Out of game you could have the players develop these characters and create a backstory for them that would connect them to the plot and the recurring villain.

I realize this could be a lot of work, maybe more than you players would be interested in committing to. But it's one way to make the new PCs more a part of your campaign before they show up in the party.

Alternatively, you could require that the players come up with a history that will make their new characters fit into the group before they introduce a new PC. Make some suggestions for them of a type of character you think would fit well - not necessarily a class, but a personality or personal background that will make the character suit the story. In the case of our Eberron campaign, the player thought of a character he'd like to play and worked with the GM to develop an explanation of the new character's presence that would fit him neatly into the party.
 

Ashy said:
2. Let the players help create the world - this keeps them involved and interested. Sorta like dropping a bajillion plot hooks and letting the players run wild, do the same with that blank section of map - I bet that you will be surprised at the result... :)

I did this in my current homebrew campaign. I had one player with tons of buy in, but not much response from the others. Perhaps I have too many "Casual Gamers" at my table.

I also devoutly followed the "nothing is real until the PCs know it rule."
the result was a fun campaign that progressed nothing like I originally envisioned.

I steal shamelessly from Piratecat whenever possible. Including a chronomancer named Ioun and a villan named Arcade.
 

megamania said:
I don't blame P-Cat for having that success. He is lucky, that is all.

Believe me, from someone who's there and who knows. It's not luck. The man works incredibly hard. And he learns, constantly, from everything that happens at that table. And he pays attention to his players and their motivations.

The only luck may be in his good fortune to live in a city large enough that he can pick and choose his players and to find intelligent, creative people who want to rise to his challenge.
 


Why is it being bandied around that character death leads to lack of continuity? That's not a truism. I've seen Cthulhu campaign, with very frequent death or insanity of PC's that still had long-running continuity.
 


Well I will tell you one of the best times I had as a player was dealing with character death in PC's game... now keep in mind it was 10mins into my FIRST game with the group.... but the resolution gave Raevynn a character quirk that became central to her personality....
 

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