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<blockquote data-quote="Oofta" data-source="post: 9256762" data-attributes="member: 6801845"><p>I always discuss level of lethality with the players. Although death is never completely off the table, I tend to run a very low lethality game while also letting people know thy can always swap out characters if they want. I think having a group with PCs that have a history together and a shared story is more interesting than death waiting around every corner. I want the character to be more than a set of numbers and abilities to people if a PC does die it should matter.</p><p></p><p>But there are a lot of things you can do to lower lethality, I don't hit people when they're down, enemies will sometimes knock them unconscious and so on. On the other hand, once someone dies getting them back is not automatic because of the way the setting works. If you can revivify, great. If not, the clock is ticking on getting them back and even then it's not guaranteed to work.</p></blockquote><p></p>
[QUOTE="Oofta, post: 9256762, member: 6801845"] I always discuss level of lethality with the players. Although death is never completely off the table, I tend to run a very low lethality game while also letting people know thy can always swap out characters if they want. I think having a group with PCs that have a history together and a shared story is more interesting than death waiting around every corner. I want the character to be more than a set of numbers and abilities to people if a PC does die it should matter. But there are a lot of things you can do to lower lethality, I don't hit people when they're down, enemies will sometimes knock them unconscious and so on. On the other hand, once someone dies getting them back is not automatic because of the way the setting works. If you can revivify, great. If not, the clock is ticking on getting them back and even then it's not guaranteed to work. [/QUOTE]
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