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My Low Magic Game and Coming Back from the Dead
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<blockquote data-quote="Conaill" data-source="post: 1390081" data-attributes="member: 1264"><p>It has always seemed weird to me that in D&D, characters get more "fragile" as they go up in levels, in the sense that the margin between unconscious and dead becomes smaller and smaller, relatively speaking. This means that deaths and resurrections become more and more frequent when you go up in levels.</p><p></p><p>GURPS has a bad reputation for being "grim and gritty" with a high chance of dying, yet in all the years I played GURPS I've never seen as many character deaths as in D&D! Why? Well, PC's in GURPS have a relatively fixed number of HP, but their defenses improve over time, and they only die when they reach <em>negative</em> HP. </p><p></p><p>In D&D, HP go up linearly with level, but so does damage so that kinda balances out. If you want to avoid an increasing spiral of deaths and resurrections with level, you have to have some way to scale that "buffer zone" between life and death as well. At the very minimum you could place death at minus 10+lvl, if minus negative hp is too drastic for you.</p></blockquote><p></p>
[QUOTE="Conaill, post: 1390081, member: 1264"] It has always seemed weird to me that in D&D, characters get more "fragile" as they go up in levels, in the sense that the margin between unconscious and dead becomes smaller and smaller, relatively speaking. This means that deaths and resurrections become more and more frequent when you go up in levels. GURPS has a bad reputation for being "grim and gritty" with a high chance of dying, yet in all the years I played GURPS I've never seen as many character deaths as in D&D! Why? Well, PC's in GURPS have a relatively fixed number of HP, but their defenses improve over time, and they only die when they reach [i]negative[/i] HP. In D&D, HP go up linearly with level, but so does damage so that kinda balances out. If you want to avoid an increasing spiral of deaths and resurrections with level, you have to have some way to scale that "buffer zone" between life and death as well. At the very minimum you could place death at minus 10+lvl, if minus negative hp is too drastic for you. [/QUOTE]
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