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DM's: Are you afraid to kill PC's because of how players might react?
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<blockquote data-quote="igavskoga" data-source="post: 3242304" data-attributes="member: 41188"><p>That's pretty much how I operate, tho I didn't know there was a codified variant rule for the negative levels bit. Thanks for doing all my typing for me Warlock. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p></p><p> </p><p></p><p>This depends entirely upon circumstances of death. I don't make all the dead PC's gear go *poof*, nor do I force actions upon the party- "DM: In the aftermath of the battle you bury all your late friend's gear with him." If the gear can be recovered, and is, then it is up to the party what to do with it. They may keep it or sell it. They may give it to the "new guy". I've even had them give it to a needy cause - some organization under siege that needs some help. Most often they actually bury it with the corpse (In one or two cases returning for it much later due to some immediate need) or return it to the family of the deceased. I have been blessed with players who have never taken advantage of this system to boost up their power beyond limits that I would have a problem with.</p><p></p><p></p><p></p><p>If the player is getting bored with his current character, or what he made turns out to not quite be what he wanted or expected, I have no problems with switching out. It may take a few sessions to find a good time to swap that fits in with what is going on. Occassionally I allow them to adjust the current PC's class/feat/skill makeup. Again, I've yet to have a player take advantage of this so my guidelines are relatively lenient.</p><p></p><p></p><p></p><p>IME, yes, I have found this to be true in every intsance. In game's I've played in and DM'd, if there were clear rules on what happens upon PC death, the situation isn't awkward, and things proceed along smoothly. Typically NPC's who cause the death and survive become impromptu recurring badguys or spawn sidequests as the group is bent on revenge. In games that I have played where this was glossed over it often became a very awkward affair, typically leading to resentment as the player felt slighted by an off the cuff ruling, or the DM in question felt resentment in being "forced" to retcon the death, "forced" to massively fudge rolls, and/or "guilt" at causing it in the first place.</p><p></p><p>Clearly defining things upfront, in an honest and straightforward manner, is one of the best ways to pre-empt needless drama.</p></blockquote><p></p>
[QUOTE="igavskoga, post: 3242304, member: 41188"] That's pretty much how I operate, tho I didn't know there was a codified variant rule for the negative levels bit. Thanks for doing all my typing for me Warlock. :D This depends entirely upon circumstances of death. I don't make all the dead PC's gear go *poof*, nor do I force actions upon the party- "DM: In the aftermath of the battle you bury all your late friend's gear with him." If the gear can be recovered, and is, then it is up to the party what to do with it. They may keep it or sell it. They may give it to the "new guy". I've even had them give it to a needy cause - some organization under siege that needs some help. Most often they actually bury it with the corpse (In one or two cases returning for it much later due to some immediate need) or return it to the family of the deceased. I have been blessed with players who have never taken advantage of this system to boost up their power beyond limits that I would have a problem with. If the player is getting bored with his current character, or what he made turns out to not quite be what he wanted or expected, I have no problems with switching out. It may take a few sessions to find a good time to swap that fits in with what is going on. Occassionally I allow them to adjust the current PC's class/feat/skill makeup. Again, I've yet to have a player take advantage of this so my guidelines are relatively lenient. IME, yes, I have found this to be true in every intsance. In game's I've played in and DM'd, if there were clear rules on what happens upon PC death, the situation isn't awkward, and things proceed along smoothly. Typically NPC's who cause the death and survive become impromptu recurring badguys or spawn sidequests as the group is bent on revenge. In games that I have played where this was glossed over it often became a very awkward affair, typically leading to resentment as the player felt slighted by an off the cuff ruling, or the DM in question felt resentment in being "forced" to retcon the death, "forced" to massively fudge rolls, and/or "guilt" at causing it in the first place. Clearly defining things upfront, in an honest and straightforward manner, is one of the best ways to pre-empt needless drama. [/QUOTE]
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