Mark
CreativeMountainGames.com
Addendum...
If a player isn't prepared to give up the character (or at least a level) to death, then where's the actual heroism? It makes no sense to expect to get the character back completely intact and be able to call it heroic, IMO. There's no sacrifice and thus no real risk.
The method I use (described in my last post) does not overly penalize the player since he can come in with a character of equal level as before, though he must be prepared to sacrifice the character to gain the right to say he died a heroic death.
The above method also sticks to the rules unless you believe that when a character dies the player must start his new character st first level, but that's something I am not prepared to argue as it seems counter to fun, ease of play and adventure design.
Furthermore the method I use doesn't penalize players who keep their characters alive. In my experience nothing undermines a group of friends more than playing favorites, and allowing someone to die without any penalty, is in effect a penalty to the people who have worked hard to stay alive. You'd be playing favorites with the people who actually deserve it the least, if anyone deserves it at all.
Also, in the method I use the characters stay closer to one another in levels making my work developing scenarios for them much easier. Sure, every now and again someone is brought back to life at a lower level or some loses experience through some other means and that requires adjustments in my adventure designing, but it happens with much less frequency.
If a player isn't prepared to give up the character (or at least a level) to death, then where's the actual heroism? It makes no sense to expect to get the character back completely intact and be able to call it heroic, IMO. There's no sacrifice and thus no real risk.
The method I use (described in my last post) does not overly penalize the player since he can come in with a character of equal level as before, though he must be prepared to sacrifice the character to gain the right to say he died a heroic death.
The above method also sticks to the rules unless you believe that when a character dies the player must start his new character st first level, but that's something I am not prepared to argue as it seems counter to fun, ease of play and adventure design.

Furthermore the method I use doesn't penalize players who keep their characters alive. In my experience nothing undermines a group of friends more than playing favorites, and allowing someone to die without any penalty, is in effect a penalty to the people who have worked hard to stay alive. You'd be playing favorites with the people who actually deserve it the least, if anyone deserves it at all.
Also, in the method I use the characters stay closer to one another in levels making my work developing scenarios for them much easier. Sure, every now and again someone is brought back to life at a lower level or some loses experience through some other means and that requires adjustments in my adventure designing, but it happens with much less frequency.
