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<blockquote data-quote="jrowland" data-source="post: 6398371" data-attributes="member: 94389"><p>I think most of this ground has been covered, but I am too lazy to read the whole thread.</p><p></p><p>First Caveat: You have to be using XP. If you use narrative leveling, a lot of what follows is moot</p><p></p><p>At higher levels, players often "choose" to seek Raise Dead rather than bring in a new character, so keep Raise Dead rules in mind as well. 2 or more levels usually guarantees a Raise Dead option, so you'll have to tighten those if you don't want that to be the go to.</p><p></p><p>As noted elsewhere, 1st level with a 10th level party means basically a level raise after every encounter until about 1/2 the way to the rest of the group, then things slow. So starting more than 1/2 levels than the rest of the party is often an exercise in character advancement than any real contribution.</p><p></p><p>In a long campaign I usually give one Deus Ex Machina...at any time a player may choose that when a character has died, didn't actually die. This is a freebie. My long time players know this and usually hoard this until later levels. They feel fine re-rolling low levels but at higher levels they appreciate the "out". Newbies to the game often like to use it early. If the freebie isn't used, then they must create a character 1 level lower than the lowest surviving member for every character death the player has had, including the Freebie! (ie 3 deaths and you are rolling another new character? start at 3 levels lower then the lowest survivor). For us it works, Dieing kinda sux, but isn't all that bad, especially if you really want to play a new character, and you get a freebie anyway, so if it is just too sad to die, here's a free out. That said, Raise Dead requirements in my games are a bit more difficult with quest components (ie a geas is placed on the raised character by the deity of the cleric who raised...divine level geas, so no way to remove). Its only a bit more difficult in that questing is fun, but the DM (me) gets to send you in a direction you may not want/enjoy going.</p></blockquote><p></p>
[QUOTE="jrowland, post: 6398371, member: 94389"] I think most of this ground has been covered, but I am too lazy to read the whole thread. First Caveat: You have to be using XP. If you use narrative leveling, a lot of what follows is moot At higher levels, players often "choose" to seek Raise Dead rather than bring in a new character, so keep Raise Dead rules in mind as well. 2 or more levels usually guarantees a Raise Dead option, so you'll have to tighten those if you don't want that to be the go to. As noted elsewhere, 1st level with a 10th level party means basically a level raise after every encounter until about 1/2 the way to the rest of the group, then things slow. So starting more than 1/2 levels than the rest of the party is often an exercise in character advancement than any real contribution. In a long campaign I usually give one Deus Ex Machina...at any time a player may choose that when a character has died, didn't actually die. This is a freebie. My long time players know this and usually hoard this until later levels. They feel fine re-rolling low levels but at higher levels they appreciate the "out". Newbies to the game often like to use it early. If the freebie isn't used, then they must create a character 1 level lower than the lowest surviving member for every character death the player has had, including the Freebie! (ie 3 deaths and you are rolling another new character? start at 3 levels lower then the lowest survivor). For us it works, Dieing kinda sux, but isn't all that bad, especially if you really want to play a new character, and you get a freebie anyway, so if it is just too sad to die, here's a free out. That said, Raise Dead requirements in my games are a bit more difficult with quest components (ie a geas is placed on the raised character by the deity of the cleric who raised...divine level geas, so no way to remove). Its only a bit more difficult in that questing is fun, but the DM (me) gets to send you in a direction you may not want/enjoy going. [/QUOTE]
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