jgbrowning said:
Ok, the idea behind D&D classes is that they should be roughly balanced to increase gaming fun. Now, when you die you lose a level. This disrupts the concept of balance. In higher level games, it's possible to have one character die several times while another doesn't die once leading to even more power discrepancy.
Actually, the situation is worse. It's closer to what happens in the Everquest game (or at least when I played it in 2000). The game has since changed, but here's how things used to be:
At the very start death has no penalty. We won't worry about that part overmuch as that was the period people would just be getting used to the game.
At slightly higher levels you would lose exp and you would have to hunt down your old body to get your gear back.
At higher levels, clerics could ressurect. You would lose some exp, and you would reappear in your starting location.
At much higher levels, paladins could ressurect and clerics could ressurect more efficently.
See what was going on? Low level characters suffered the most from dying. High level characters were meerly inconvienced.
Anyway, how would I deal with this? I'd simply put the exp penalty in direct relation to level and the number of time the character died. The guy who never dies should be ahead of the guy who kicks it every other adventure. But at the same time, you don't want the dude with Frequent Dier Miles to come out so low in level that the player is better off making a new character. So put a cap on that penalty.
Or just give them a number of "lives" to use up. Like in a video game. Let them take a feat to gain two extra lives back. Yes, it's silly. But with enough flavor text it could be cool.
happy gaming!