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Death penalties - what is too steep?
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<blockquote data-quote="nameless" data-source="post: 628942" data-attributes="member: 1543"><p>The first thing I thought of when I saw this discussion was the Legend of the 5 Rings RPG (d10). There is absolutely no resurrection in that game, unless you cound animating zombies. The game is also <em>much</em> more lethal at all levels than D&D. At the same time, an honorable samurai is expected to show no fear. He doesn't run to save himself, but he may run to better serve his lord. This all ends up meaning that the death rate is high, and self-preservation is low.</p><p></p><p>The game designers recognize this, and address it. They have a rule called the 'dharma' rule. Whenever a PC dies doing something heroic, he is eligible to start as his previous xp total (roughly, since you spend xp instead of leveling in L5R). If he's not eligible for dharma, he starts over. Aside from heroic deaths, it might also apply to any death for a principle. The player knows that he could escape and be dishonored or censured, but the character would accept death before dishonor. Allowing the character to make the correct in-character choice without OOC penalty makes all the difference. Instead of worrying about losing a level or starting over, the PCs can worry about just playing the game.</p><p></p><p>My point is, sometimes players die because they were beaten. That doesn't usually mean that they "chose" to die. Sometimes they will willingly sacrifice themselves because they want to save someone else, or have made the decision that they will die for X cause. In most cases, it would seem inappropriate to raise someone who died for a cause like that. But in any case, the truly self-sacrificing PC should be rewarded for a compelling story and good role-playing.</p><p></p><p>So here's my rule, since you've read this much already: Raise Dead/Ressurection/True Res are around and unchanged. They can be used as written. If a character dies and I feel it was to further the story and not a stupid mistake or bad luck, then I'll usually give him an XP award to either match or at least make up for the XP lost by resurrection. If I feel that it would cheapen the story (and the players agree... which is usually the case) then the gods will not allow his soul back. I haven't had to exercise the "my soul" clause yet, but it's a safeguard. If it's more appropriate for the character to not return, then I allow a new character to be made at the average party level. I will also allow that kind of return if a character is forced into retirement by <em>me, the DM</em>. I don't allow abandonment of PC's, or suicidal PC's. If you try that, then I'll make you start at half the average party level as a cohort.</p></blockquote><p></p>
[QUOTE="nameless, post: 628942, member: 1543"] The first thing I thought of when I saw this discussion was the Legend of the 5 Rings RPG (d10). There is absolutely no resurrection in that game, unless you cound animating zombies. The game is also [i]much[/i] more lethal at all levels than D&D. At the same time, an honorable samurai is expected to show no fear. He doesn't run to save himself, but he may run to better serve his lord. This all ends up meaning that the death rate is high, and self-preservation is low. The game designers recognize this, and address it. They have a rule called the 'dharma' rule. Whenever a PC dies doing something heroic, he is eligible to start as his previous xp total (roughly, since you spend xp instead of leveling in L5R). If he's not eligible for dharma, he starts over. Aside from heroic deaths, it might also apply to any death for a principle. The player knows that he could escape and be dishonored or censured, but the character would accept death before dishonor. Allowing the character to make the correct in-character choice without OOC penalty makes all the difference. Instead of worrying about losing a level or starting over, the PCs can worry about just playing the game. My point is, sometimes players die because they were beaten. That doesn't usually mean that they "chose" to die. Sometimes they will willingly sacrifice themselves because they want to save someone else, or have made the decision that they will die for X cause. In most cases, it would seem inappropriate to raise someone who died for a cause like that. But in any case, the truly self-sacrificing PC should be rewarded for a compelling story and good role-playing. So here's my rule, since you've read this much already: Raise Dead/Ressurection/True Res are around and unchanged. They can be used as written. If a character dies and I feel it was to further the story and not a stupid mistake or bad luck, then I'll usually give him an XP award to either match or at least make up for the XP lost by resurrection. If I feel that it would cheapen the story (and the players agree... which is usually the case) then the gods will not allow his soul back. I haven't had to exercise the "my soul" clause yet, but it's a safeguard. If it's more appropriate for the character to not return, then I allow a new character to be made at the average party level. I will also allow that kind of return if a character is forced into retirement by [i]me, the DM[/i]. I don't allow abandonment of PC's, or suicidal PC's. If you try that, then I'll make you start at half the average party level as a cohort. [/QUOTE]
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