Tequila Sunrise
Adventurer
So it sounds like 13A is trying a new take on res costs -- i.e., the 'five lives' approach rather than the monetary cost. I wanted to clarify because for those of us who don't know 13A, your OP can easily be interpreted as "Look at all the great restrictions and penalties that 13A puts on resing in addition to the traditional D&D gp cost!"I don't believe it has a cost.
Bob XIV is just a possible outcome of players treating their PCs as disposable toons; lots of players have a zillion character ideas and are happy to roll up completely different characters when the last one dies. And treat the new one exactly the same.It's hard for me to say how rare character death is in 13A. But I don't think rolling up disposable iterations of the same character is going to be an option in most cases. I mean, first of all, the DM would have to allow it. Would you?!
But to answer your question, no I don't really like the idea of Bob XIV, but if a player really loves a character, I've got better things to do than negotiating just how different his new PC has to be. For example, is it enough to simply change the PC's name? What if a feat or two get swapped out for different ones? What about picking different icons for the new PC? Or how about a good explanation for why Bob has so many clones? (Alias from FR comes to mind.)
Sure, I could hash it out with the player, or I could just say "Your new PC cannot share any similarities with the old one," but...well, I just feel like I've got better things to do than telling players what they can or can't play.
As I understand icons, and I could be totally wrong, they're simply formalizations of the sort of PC-NPC relationships that D&D has had since day one. I don't have any idea what you mean by OUT or 'One Unique Thing.'Secondly, unlike in D&D characters have mechanical links to the game world and story: Icon relationships, backgrounds and 'One Unique Thing'. Character OUT's ought to cut-down on cookie-cutter characters since pretty much by definition you shouldn't have two characters with the same 'unique' thing. More importantly, these mechanics should ideally make the player more invested in their character and in the game world. A player's OUT is explicitly intended to give them some design input into the world, and Icon roles give them some influence on how the story plays out.
This is true; as DMs we should be aware that more character deaths and/or restrictive resing rules tend to cut down on player investment. Kill PCs often enough, and/or make resing enough of a hassle, and even the hard core role player will become jaded and start treating their PCs as disposable toons.Nagol is right that in some types of games, and 13A could definitely be one, character death might really throw people for a loop. 13A features an optional rule where characters can only be killed by Named Villains. This rule doesn't appeal to me personally, but I suppose in a long campaign where people were heavily invested in their characters it might be worth considering.
If you're okay with that possible outcome, hey, it's all good on your end!