FormerlyHemlock
Hero
The sort of campaigns I enjoy running are more on the brutal side, not as in graphic details but with respect to how punishing mistakes are. I have no issue with TKP's if my party makes a series of bad decisions, but I am wondering how I could go about homebrewing in some relatively hard consequences to player resurrection. I'm looking to add additional hurdles to leap ontop of what 5e rules demand. Obviously "hard consequences" is a subjective measurement and everyone will have their own estimation on what that exactly entails. But I'd just like to see what some other DM/players do or have seen done.
Thanks![]()
This isn't strictly death-related, more injury-related, but:
Scars.
Keep track of HP damage dealt (including while at 0 HP or while dead). Healing magic gives you back your HP but does not erase the scars, nor the pain. (Pain goes away naturally a week or so after the wound is healed.)
It is therefore possible to meet someone and immediately realize by looking at them that, "Wow, this guy has taken thousands of points of damage over his lifetime." The PC's thoughts in-character will be phrased slightly differently (he doesn't know about HP as a unit of measure, just about life-force and wounds) but when you translate it to player-speak that's how it comes out.
NPC reactions may be affected by visible scarring either positively ("whoa, don't mess with this guy!") or negatively ("leave your weapons behind here, troublemaker") or in ways that are hard to classify ("you look like someone who can deal with the dragon problem!"). Some NPCs (like princesses) may go out of their way to avoid HP damage even if they could survive the damage, to avoid scarring. Players who have a certain "look" in mind for their characters will have similar incentives to avoid both injury and death.