If you're running D&D, what mechanisms do you use to remove the risk of PC death occurring?
It might seem simplistic, but "dead" simply means "taken out". The character is unable to further contribute to the conflict.
This might seem strange to some folks, but I've spent the last 20+ years listening to people go on about how Hit Points aren't _really_ "damage points" but a more abstract measurement; despite things like the various healing spells ("I umm... heal his footing so it's more...secure?") and other bits that argue more for them being damage points. So, instead of trying to come up with some other mechanism, I simply leverage what's there: Hit Points and getting bumped out of a fight.
Depending on the style of game and what's been discussed with players, getting bumped out of the fight due to loss of Hit Points might be a minor thing, or a major one. For example, in one game it was an exhausted/K.O.ed deal. I just went with the rules for Energy Drain/Negative levels:
Condition Summary :: d20srd.org
The 4E game I ran, it was a major injury and had lingering effects; basically it was something that followed the disease track and the character had to put up with the effects until able to get back for a proper healing fix. I can't claim credit for the idea though, as I was inspired by this:
http://www.enworld.org/forum/4e-fan...-edition-disease-rules-simulate-injuries.html
If it's suitable for the style of the game, penalties that a character is suffering from as a result of being taken out (dying) in combat can be treated as _serious_ injuries. Meaning that a couple of quick spells aren't going to cover it, it needs _time_ to eliminate them.
And if you're the sort of person that wants mechanics to be a reflection of the way the world works (instead of a method of resolving things), that makes an interesting statement about magic in the world and what it's capable of.
I guess my point is, I don't personally see the need to necessarily invent new things, just because I've slightly changed the assumption of the game (0 HP being taken out instead of dead); I like to try and leverage what's already there and see where that leads.
"Deathless" doesn't mean "risk-less" or "consequence-less", it simply means finding consequences that are more in keeping with my and my group's sensibilities.
Besides, it's kinda funny to have the caster and the fighter both be suffering the same mechanical affect from dying, but the in-game fiction is the fighter broke 3 ribs and a shoulder that's jacked up from having been dislocated and then popped back into place, while the caster broke their thumb.
