First post! (Though I do browse these forums rather often..)
Anyways,
I've come across a quandary in how to handle player death in my game. When my players die (and though it doesn't happen often, it happens enough to matter) they have the option of getting res'd via normal means or rerolling a character at one level lower.
The problem is nobody wants/cares to get resurrected because they take not only an XP hit, but also the coin amount as well. The cost of the res can be recovered by following the rules for "characters beyond 1st level" as proscribed in the DM Manual.
What is a good balance between resurrection and rerolling that keeps players interested in their current character but doesn't hit them too hard for doing so? Should I have rerolls start at 1 and ignore the complaints of my players? Should I reduce the cost of a res in either coin or xp?
I've already tried having a "multiple character" system akin to the Dark Sun 2nd ed. suggestion so that they might have a "backup" character to use, but that never caught on.
As a mini-reference, everyone is about level 6 in an overpowered setting (44 pt. skill buy). Coin and items aren't plentiful, but aren't scarce either -- players tend to hoard their rewards rather than spend them.
Anyways,
I've come across a quandary in how to handle player death in my game. When my players die (and though it doesn't happen often, it happens enough to matter) they have the option of getting res'd via normal means or rerolling a character at one level lower.
The problem is nobody wants/cares to get resurrected because they take not only an XP hit, but also the coin amount as well. The cost of the res can be recovered by following the rules for "characters beyond 1st level" as proscribed in the DM Manual.
What is a good balance between resurrection and rerolling that keeps players interested in their current character but doesn't hit them too hard for doing so? Should I have rerolls start at 1 and ignore the complaints of my players? Should I reduce the cost of a res in either coin or xp?
I've already tried having a "multiple character" system akin to the Dark Sun 2nd ed. suggestion so that they might have a "backup" character to use, but that never caught on.
As a mini-reference, everyone is about level 6 in an overpowered setting (44 pt. skill buy). Coin and items aren't plentiful, but aren't scarce either -- players tend to hoard their rewards rather than spend them.