A PC died in my campaign on Saturday

Gort said:
The player will have had a week (or however long you spend between games) to come to terms with the character being gone, and may even have learned to like his new Warblade.

This is a good point. While we all love our well developed characters, there's always something special about a new concept and new class to try out. Its like the first month of a new love:)

I myself had a character death that I was very upset about it. I didn't feel like playing afterwards. But my dm had me try a new class I had never played, and after a while of making the background I got excited again. He became just as memorable a character as the first...at least to me:)
 

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I'm still confused by one thing in particular here - why did you have the grimlock perform a coup de grace if you didn't want to kill the PC? Isn't the coup de grace SOLELY to kill a helpless character? What was the point of doing that if your group gets all sad about a character death? I am totally baffled by your complaining about your own choice here...
 

catsclaw227 said:
That's an interesting rule... Hmmm...
For something like that - which can change the balance and flavor of the game - I tend to 'spread the blame' - I ask the players if it seems like a good rule, and if a majority agree to it then it is enacted on a pro tem basis, with the clause that if the rule proves unwieldy or unbalancing then it will be dropped, but that any past use of the rule is not negated. (I.e. the character remains alive if the rule passes muster, even if the rule is later dropped).

M introduction of 'Fate' and 'Karma' dice from 7th Sea to my other games started with just such a ruling, and was in use until Action Dice from Spycraft were introduced in their place. (Same kind of thing, slightly different implementation.)

I would not consider the death wasted - he died heroically, trying to help the others.

The Auld Grump
 

This isn't a moral issue or anything, but I really think that, as a DM, you ought to uphold the conventions of your table before anything you read on the internet. If you have players so invested in their characters that Death is this big deal, you are doing your job well enough that nobody here has any business telling you what to do.

That said, since you did come here looking for advice, I wouldn't renege on your offer to your player, but I also wouldn't encourage any sudden miracles either. If he's dead then he's dead. Incense the party by having the Grimlocks desecrate the body or something. The catharsis might (might) be worth something to party unity.
 

catsclaw227 said:
The Ftr/Barb failed his first save against hold person, the Grimlock was only 5 feet away, and took 5' step and started CDG as full round action, PC failed again, Grimlock hit with CDG, PC failed Fort save against CDG damage.
Nitpick: CDG is a full-round action, but that doesn't mean you "start" it on your turn and finish it on (or immediately before) your next turn. It just takes all of this turn (like a full attack). The Ftr/Barb wasn't actually entitled to make a second saving throw before the grimlock CDG'd him, so you actually gave the Ftr/Barb a better chance to survive than called for by the rules.

Personally, I don't think there's anything "heroic" about one PC rushing in ahead of the rest of his party in an attempt to save a fellow PC unless there's a very real possibility that he's going to get himself killed doing it. I understand that a lot of other people have a very different point of view about such things, though.
 

Well, your players split the party. (Error #1)

The halfling instigated in a 4v1 that could have been avoided. (E2)

The fighter, realizing that the halfling had got himself in trouble by facing bad odds alone, rushed off to face bad odds alone. (E3)

The fighter outpaced the group. (E4)

Dice didn't kill the PC, the players did.

What's the benefit? The players now know not to play stupidly, and they are reminded that the specter of death (the danger that makes the game worth playing for the rush) is ever-present.

Let the corpse rot, let the wise man reroll.
 

All that matters is what your group has fun with - not what outsiders think is fun for them - or for you.

Discuss the situation with the players, and see what they think. They, not anyone else, play the game with you.
 

darkseraphim said:
Well, your players split the party. (Error #1)

Have to disagree with that as an error for a rogue to scout effectively he needs to be that far in advance of the party.

The halfling instigated in a 4v1 that could have been avoided. (E2)

Yeah that was foolish, although since he suspected the spellcaster was near completing a ritual, he thought it needed to be disrupted there and then. Hence made a sensible decision, if you don't look at things purely tactically. Shouldn't a hero try and thwart evils plans?

The fighter, realizing that the halfling had got himself in trouble by facing bad odds alone, rushed off to face bad odds alone. (E3)

Better odds. Besides the alternative is leave the rogue to die. It wasn't an error, just a different decision. Shouldn't a brave warrior rush to the aid of an outnumbered companion?

The fighter outpaced the group. (E4)

Not an error if the objective is to get to the rogue before he gets killed.

Dice didn't kill the PC, the players did.

Actually the failed save followed by the CdG did.

What's the benefit? The players now know not to play stupidly,

Nothing they did was stupid. Is it stupid to disrupt a evil ritual before it is completed? Is it stupid to rush to the aid of a comrade in danger?

D&D doesn't reward brave or heroic characters, it just kills them.
 



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