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<blockquote data-quote="MiB" data-source="post: 1355880" data-attributes="member: 16435"><p><strong>Coming back!</strong></p><p></p><p>In my campaign, PCs die. If I am running a module, I usually do it by the book, causing quite a few player deaths. In my homebrewed campaign, I use faith points (powerful version of Action points) which decrease fatality rates, but do not eliminate character death. </p><p></p><p>If a PC dies, he can be raised if circumstances allow it (party members or NPCs available and interested in using the respective spells, money, etc.) My current game is mid-level (9-11), so raise dead is usually available. I do the spell by the book (loose a level, start at half-way XP). However, I also leave the player the choice of coming back or not (as in the spell descr.). If not, he starts a new PC at the same level but with minimum XP. Thereby, I seek to reward sticking with a character instead of changing every once in a while. I will give a new PC equipment, but will modify amount and power according to the behaviour of the party, to prevent "Stockpiling". E.g. if the routinely bury a dead PC with magic stuff (effectively removing it from the game) I will give the new PC more equipment then when they start looting their own dead.</p><p></p><p>I also set a minimum level for a new PC, which is usually the starting level for the module.</p><p></p><p>I will not make any exceptions with level, regardless of what the reason for character death/retirement/removal was. The only thing where I might be generous is awarding XP for the session before figuring level loss. So you can die in a combat-intensive session, gain a level and then be raised, without effectivly loosing a level (but also without gaining one) Saves my players the frustration of loosing 2 levels worth of XP.</p></blockquote><p></p>
[QUOTE="MiB, post: 1355880, member: 16435"] [b]Coming back![/b] In my campaign, PCs die. If I am running a module, I usually do it by the book, causing quite a few player deaths. In my homebrewed campaign, I use faith points (powerful version of Action points) which decrease fatality rates, but do not eliminate character death. If a PC dies, he can be raised if circumstances allow it (party members or NPCs available and interested in using the respective spells, money, etc.) My current game is mid-level (9-11), so raise dead is usually available. I do the spell by the book (loose a level, start at half-way XP). However, I also leave the player the choice of coming back or not (as in the spell descr.). If not, he starts a new PC at the same level but with minimum XP. Thereby, I seek to reward sticking with a character instead of changing every once in a while. I will give a new PC equipment, but will modify amount and power according to the behaviour of the party, to prevent "Stockpiling". E.g. if the routinely bury a dead PC with magic stuff (effectively removing it from the game) I will give the new PC more equipment then when they start looting their own dead. I also set a minimum level for a new PC, which is usually the starting level for the module. I will not make any exceptions with level, regardless of what the reason for character death/retirement/removal was. The only thing where I might be generous is awarding XP for the session before figuring level loss. So you can die in a combat-intensive session, gain a level and then be raised, without effectivly loosing a level (but also without gaining one) Saves my players the frustration of loosing 2 levels worth of XP. [/QUOTE]
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