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A player with a problem: Death and level loss
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<blockquote data-quote="mmu1" data-source="post: 4180136" data-attributes="member: 319"><p>The big problem with penalties for death and being brought back from the dead is that sometimes they <em>are</em> unfair - and even when they're not, they sure feel that way.</p><p></p><p> - Some classes - tanks, mainly - take more risks than others. You end up being a meat shield for the rest of the party, and as your reward you get killed and lose a level.</p><p></p><p>- The better you design your character and the better you play, the more dangerous your PC is - and the more negative attention he's going to attract. (generally speaking) Needless to say, that doesn't improve the PC's life expectancy.</p><p></p><p>- For whatever reason, the one time <em>your</em> character is in big trouble, the party fails to bail you out, and the PC dies. You think of the four or five times the party clown (playing a Str 12 Bard with a greatsword) had to be saved from certain death, and fume.</p><p></p><p>- Another PC does something stupid that gets the party involved in a fight even though they're unprepared, but it's <em>your</em> character that dies.</p><p></p><p>- PC death happens so rarely in the game you're in that it feels less like one of the necessary risks of adventuring and more like a freakish accident that just cost you a level, and you wonder what's the point of playing with a random 1:10,000 chance someone will get royally screwed.</p><p></p><p>- As Creeping Death points out, the rules are lousy when it comes to the math - sometimes, you lose a lot more than just a level's worth of XP.</p><p></p><p></p><p>Most of these issues can only really be resolved based on what the people you play with want as a whole.</p><p></p><p>Though I find that having a better system for calculating XP loss helps... I've been using the following:</p><p></p><p>1. Calculate the XP for the encounter as if the PC didn't die. </p><p>2. Subtract (current level -1)*1000xp from the dead PC's total.</p><p></p><p>And I find that it works pretty well.</p></blockquote><p></p>
[QUOTE="mmu1, post: 4180136, member: 319"] The big problem with penalties for death and being brought back from the dead is that sometimes they [i]are[/i] unfair - and even when they're not, they sure feel that way. - Some classes - tanks, mainly - take more risks than others. You end up being a meat shield for the rest of the party, and as your reward you get killed and lose a level. - The better you design your character and the better you play, the more dangerous your PC is - and the more negative attention he's going to attract. (generally speaking) Needless to say, that doesn't improve the PC's life expectancy. - For whatever reason, the one time [i]your[/i] character is in big trouble, the party fails to bail you out, and the PC dies. You think of the four or five times the party clown (playing a Str 12 Bard with a greatsword) had to be saved from certain death, and fume. - Another PC does something stupid that gets the party involved in a fight even though they're unprepared, but it's [i]your[/i] character that dies. - PC death happens so rarely in the game you're in that it feels less like one of the necessary risks of adventuring and more like a freakish accident that just cost you a level, and you wonder what's the point of playing with a random 1:10,000 chance someone will get royally screwed. - As Creeping Death points out, the rules are lousy when it comes to the math - sometimes, you lose a lot more than just a level's worth of XP. Most of these issues can only really be resolved based on what the people you play with want as a whole. Though I find that having a better system for calculating XP loss helps... I've been using the following: 1. Calculate the XP for the encounter as if the PC didn't die. 2. Subtract (current level -1)*1000xp from the dead PC's total. And I find that it works pretty well. [/QUOTE]
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