What Do You Do When You're Dead?

I'm A Banana

Potassium-Rich
So here's a thing that has been a bugaboo of every table, sooner or later:

You're playing your game, and it's going swimmingly, but then, early in combat, one of your characters drops dead. Or falls asleep. Or becomes paralyzed. Or otherwise gets the ol' "You're Useless" button put on 'em. Usually, you'd heal them or get them up on their feet somehow, but, for whatever reason, you're unable to.

So what does the player do for the rest of the combat?

I'm trying to see how different tables deal with the problem, across editions and games. 4e tries to address the problem by adding saves (including "death saves"), but there does seem to be some issue with the save mechanic in 4e, mostly relating to the comic-book style of it ("I'm only mostly dead!"). But even in 4e, if a death happens early enough in the combat, you can stabilize or just die and still have the same problem. In 3e and earlier, you'd usually just have a bored player on your hands right away, but that seems even less desirable.

How do you counteract the problem of a player whose character can't do anything being bored or frustrated or disengaged from the game, since she can't do anything to affect the situation?

Share your rules, your house rules, your table tricks, your habits, whatever else you've got.

(For context, this is coming as I'm playtesting FFZ, and finding that KO's occur pretty quickly, leaving one player with nothing to contribute for the rest of the combat, and I want to find some way to engage that player, so they don't wander off and play Xbox until the combat is over).
 

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Death ends fun.

This is an important lesson we can learn from many RPGs.

I'm okay with death not being fun, especially if it's the result of bad decisions. If it's NOT the result of bad player decisions, well, that's a situation that I work to avoid happening in the first place.

Cheers, -- N
 

Back in the day, I gave the player with the dead character the option to make a new character if they didn't want to sit around doing nothing.

Back then, each player typically we made several characters in advance.
 

Nifft said:
Death ends fun.

This is an important lesson we can learn from many RPGs.

I'm okay with death not being fun, especially if it's the result of bad decisions. If it's NOT the result of bad player decisions, well, that's a situation that I work to avoid happening in the first place.

So can you think of any circumstances, rules, or tricks, where the character dies, but the player can still have fun? Even if it's a bit metagame, I don't mind. ;)

ggroy said:
Back in the day, I gave the player with the dead character the option to make a new character if they didn't want to sit around doing nothing.

Back then, each player typically we made several characters in advance.

What about when the party might be able to raise the character after combat, or a situation like a Sleep spell where the character's coming back, but they don't have anything to do right now?
 

What about when the party might be able to raise the character after combat, or a situation like a Sleep spell where the character's coming back, but they don't have anything to do right now?

If they were going to be out cold for many rounds but not completely dead, frequently I would ask the particular player if they wanted to play the monsters. Usually this meant doing the dice rolls and roleplaying the monsters.
 

The players I play with usually do a few things:

1. Jump on the computer.

2. Become irritable.

3. Leave if they aren't coming back to life that session.

4. Sit and wait for the rez.


I don't know how you can make death interesting.
 

So can you think of any circumstances, rules, or tricks, where the character dies, but the player can still have fun? Even if it's a bit metagame, I don't mind. ;)
Sure, use the spare player brain to your advantage: "Here, you play the monsters. If you manage to kill another PC, we end the fight and you both make new characters, and your new dude starts with ... " (some kind of bonus)

Frees you up as the GM to be more of a referee, and allows a clear adversarial confrontation without the usual badness associated with adversarial play (i.e. GM unfairness).

Cheers, -- N
 

They run one of their henchmen or a party hireling (often this has the side effect of making that particular NPC more 'real' for the entire group, and that effect continues even after the player returns to running an actual PC).
 



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