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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="Dykstrav" data-source="post: 3245529" data-attributes="member: 40522"><p>Oh yeah, the character replacement rules... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>1) I generally let people bring in new characters at the same level as the APL, with the minimum experience they need for that level. Higher-level characters wouldn't feel challenged and lower-level characters would be outclassed. This general rule of thumb might not always be "logical" but it's a compromise I'm willing to accept in the name of keeping the game moving.</p><p></p><p>2) Starting treasure is a sticky issue and I rule it on a case-by-case basis. It's not logical for D&D characters to leave valuable gear on a dead body, which could be easily looted by the monsters and used against the PCs. In most cases, you'd have to be seriously dumb to leave a <em>staff of fire</em> on your dead wizard, if for no other reason than critters could use it to blast you later. If it's expected that the new PC gets his pick of the old character's gear (I usually leave this for the players to work out amongst themselves), then I only allow the new character half gold for their level. Either way, if there's a treasure imbalance I'm stingy with the treasure until things get back within the guidelines.</p><p></p><p>3) I allow people to switch out characters within reason (i.e., usually not in the middle of an adventure). People get bored with their jobs, there are falling outs, or maybe they want to try their hand at something less dangerous. It happens. I don't see why characters wouldn't want to switch jobs just as much as people in real life do. Bringing in new characters (or even switching between active characters) is fine by me, with the understanding that they aren't two pools of resources for one player to draw on. For example, I don't let gear change hands between characters and they rarely exchange character knowledge.</p></blockquote><p></p>
[QUOTE="Dykstrav, post: 3245529, member: 40522"] Oh yeah, the character replacement rules... :) 1) I generally let people bring in new characters at the same level as the APL, with the minimum experience they need for that level. Higher-level characters wouldn't feel challenged and lower-level characters would be outclassed. This general rule of thumb might not always be "logical" but it's a compromise I'm willing to accept in the name of keeping the game moving. 2) Starting treasure is a sticky issue and I rule it on a case-by-case basis. It's not logical for D&D characters to leave valuable gear on a dead body, which could be easily looted by the monsters and used against the PCs. In most cases, you'd have to be seriously dumb to leave a [I]staff of fire[/I] on your dead wizard, if for no other reason than critters could use it to blast you later. If it's expected that the new PC gets his pick of the old character's gear (I usually leave this for the players to work out amongst themselves), then I only allow the new character half gold for their level. Either way, if there's a treasure imbalance I'm stingy with the treasure until things get back within the guidelines. 3) I allow people to switch out characters within reason (i.e., usually not in the middle of an adventure). People get bored with their jobs, there are falling outs, or maybe they want to try their hand at something less dangerous. It happens. I don't see why characters wouldn't want to switch jobs just as much as people in real life do. Bringing in new characters (or even switching between active characters) is fine by me, with the understanding that they aren't two pools of resources for one player to draw on. For example, I don't let gear change hands between characters and they rarely exchange character knowledge. [/QUOTE]
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