Some would call it a penalty, but I don't. Like you, I see it as similar to a campaign restriction. But not everyone would.
And, you know, if I run into such a person who wants to play at my table when I have an opening, then I'll worry about it.
Some would call it a penalty, but I don't. Like you, I see it as similar to a campaign restriction. But not everyone would.
And, you know, if I run into such a person who wants to play at my table when I have an opening, then I'll worry about it.
I'm pondering if player's burning through PCs abusively is an actual problem (or at least more common than really rare)?
Is the concept of a Death Penalty trying to solve an abusive game play style that is in actuality a rare exception?
That seems reasonable.
I'm pondering if player's burning through PCs abusively is an actual problem (or at least more common than really rare)?
Is the concept of a Death Penalty trying to solve an abusive game play style that is in actuality a rare exception?
I'm pondering if player's burning through PCs abusively is an actual problem (or at least more common than really rare)?
Is the concept of a Death Penalty trying to solve an abusive game play style that is in actuality a rare exception?
The life span of the player character is only important to the player. If a player does not want their character to die, then they will try to keep it alive. The only real concern for the life span of a character is that player's happiness. As a GM, I go through a huge number of characters, otherwise know as NPCs.
I tend to view the game as a shared story telling experience.
That's an excellent observation.
But it hints at a more important observation. Repeated burning of PCs is not an problem; it's a symptom. In fact, it's not even a symptom: it's just a realistic observation.
Perhaps games are missing a fundamental player desire to "try something new"? We, as a group, exhibit character, GM, and system burnout every 3 minutes. Are games which try to punish us for that rather than work around it missing the point?
For D&D style games, my typical rule is replacement characters are generated about one level lower than the party average
I've never understood that policy. So the quickest route to level gain for 50% of the group is suicide? How does your game not devolve into people stabbing themselves constantly until they've done it so much that enough higher level folks have unfortunately died and become average that everyone is at the party average?