Doghead Thirteen said:It can lead to some nasty 'believability disconnects', like the time one character survived having 3/4ths of his head blown off with an explosive bullet, but it gives players the gumption to throw their carefully-built, highly-detailed characters into some truly insane stunts.
Like the firefight in a white-out. That was... interesting.
Generating a character in our system takes about an hour, maybe an hour and a half, so killing off characters is the last thing anyone wants. It allows some seriously personalised characters, and you start off play with a very good idea of what your character's all about, but you're hesitant to throw him headlong into battle due to the time it'll take to build a new one. Our unkillability system isn't a written rule and doesn't have any rule mechanics; it's a tactic agreement in our gaming group that no matter how smashed up a character gets, they'll recover.
EDIT: And then there's the time our team sniper got rushed to medbay with his heart very literally in a sandwich baggie...
It's all about the flavor you're shooting for. Different choices have different effects on the game.
In my d20 Modern games, I told the group that as long as they didn't throw themselves in front of a bus or skydive without a parachute, pretty much levels 1 through 3 would be the kiddie pool stage where they would be left for dead, wake up getting rushed to the hospital, etc.
After that, each character has three Fate Points. I'm still working out the specifics, but it's similar an action point in that you can spare your character from death using a form of heroic luck. If I ever get around to fleshing it out completely, they can also spend them for in-game heroic effects similar to GURPS total badass rules:
http://www.io.com/~sjohn/grip.htm
But once the points are gone, when you die, you're dead.