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Balance and Character Death
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<blockquote data-quote="The_Universe" data-source="post: 2680155" data-attributes="member: 8944"><p>Anecdote: </p><p></p><p>In my experience, the difference of one level, even two, is rarely enough to seriously effect the overall balance of encounters for a party. Of course, if one really wants to worry about it, it's easy to calculate a new "party level" by adding the characters new level totals, and then dividing by the number of characters - round up or down as you wish, and balance encounters to that number. </p><p></p><p>Of course, most of the time, this problem solves itself over time, as lower-level characters recieve larger rewards for the same encounters than higher level ones, eventually forcing the party back to equilibrium. </p><p></p><p>Secondarily, the only time I've ever encountered "serial death" for a single player character was because the player was not good at assessing risk, and frequently attempted actions that, had they been real, would have simply been stupid. On top of what I would characterize as a limited understanding of tactics and risk-management, the *player* also had a fundamental difference of opinion from the DM (me) in terms of what role death should play in the course of a campaign. I was of the opinion that characters should reap the logical consequences of their actions, and he was of the opinion that they should not. As a result, he "died" 5 times over the course of the campaign. It all but 1 of the situations, he was able to avoid level loss in his return to life (or successful negotiation in terms of avoiding demise in the first place), but was stuck with it in the end, since for story reasons, I had imposed a limit on the number of times characters could return from death. </p><p></p><p>What does that mean for the question? I'm not sure - it's just an anecdote.</p></blockquote><p></p>
[QUOTE="The_Universe, post: 2680155, member: 8944"] Anecdote: In my experience, the difference of one level, even two, is rarely enough to seriously effect the overall balance of encounters for a party. Of course, if one really wants to worry about it, it's easy to calculate a new "party level" by adding the characters new level totals, and then dividing by the number of characters - round up or down as you wish, and balance encounters to that number. Of course, most of the time, this problem solves itself over time, as lower-level characters recieve larger rewards for the same encounters than higher level ones, eventually forcing the party back to equilibrium. Secondarily, the only time I've ever encountered "serial death" for a single player character was because the player was not good at assessing risk, and frequently attempted actions that, had they been real, would have simply been stupid. On top of what I would characterize as a limited understanding of tactics and risk-management, the *player* also had a fundamental difference of opinion from the DM (me) in terms of what role death should play in the course of a campaign. I was of the opinion that characters should reap the logical consequences of their actions, and he was of the opinion that they should not. As a result, he "died" 5 times over the course of the campaign. It all but 1 of the situations, he was able to avoid level loss in his return to life (or successful negotiation in terms of avoiding demise in the first place), but was stuck with it in the end, since for story reasons, I had imposed a limit on the number of times characters could return from death. What does that mean for the question? I'm not sure - it's just an anecdote. [/QUOTE]
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