Mercule
Adventurer
MoogleEmpMog said:What I generally encounter in D&D is that, when the death rate is high, players end up throwing in the towel on character development and make disposable, playing-piece style characters. They may enjoy the experience of playing them in the moment, but there's no expectation of character growth either mechanically or story-wise - the stereotypical "Bob the Fighter" and his brother "Bob 2.0 the Fighter," etc.
See, I would not say that is my experience. I make resurrection magic a real bear to access, have a low death rate, etc. My big thing is that the PCs/players need to think somewhat tactically. If you have your head up your rear, you'll die. If you have really bad die rolls and either you or the other PCs don't try to mitigate that, you'll die.
IMO, there is excitement not just in the "my character might fail to get the macguffin" mindset, but in the "I may never see this character again" mindset. I'm not talking about Tomb of Horrors -- the hammer can be a very small one, but it needs to be there.
For the record, I do allow action points to mitigate some of the risk of death for PCs. Usually, dumping all your remaining APs will convert the "dead" result to something less. The more APs available, the easier you get off.
Also, I think I've killed less than ten PCs in 25+ years of being primarily a GM. It isn't common, it's just the hint of a threat. Those deaths are permanent, though. Over the same span, I've only had resurrection magic used three times. One of those was an extremely high-powered game that had a PC ascend to godhood, one was in Speaker of Dreams, and one was a character who I realized I'd screwed up the combat, badly, and who was on a quest for his god.