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PC Death: How do You Handle It?
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<blockquote data-quote="Fanaelialae" data-source="post: 7639035" data-attributes="member: 53980"><p>Typically, in games at our table, raise dead isn't readily available unless someone within the party has the capability. As such, permanent death is more common than resurrection. This is because players without immediate access to such spells will need to find someone to cast it for them, and spellcasters of that caliber are rare.</p><p></p><p>In one of my current campaigns, we've had two deaths. One was permanent (the player frequently alluded to some tragic backstory that this character had, though he never explained it to me, and said that the character would refuse to be brought back as he was now at peace). In the other case, an NPC ally was willing to bring the character back, but asked a quest of the party in exchange (recovering an evil oracular magic skull from a dungeon, for safe keeping).</p><p></p><p>In my friend's campaign, resurrection type magic is hard to come by as well. It is a post apocalyptic setting, and one important element is building up surviving settlements. There are these magical talking birds in his game worlds that are capable of casting raise dead in exchange for gold (which they prize in a draconic sort of way). While normally reclusive and hard to find, if a town is rendered sufficiently safe, one of these birds may settle there. As such, it's a very significant perk for engaging with the settlement fortification aspect of his game.</p><p></p><p>In my group, a TPK often results in the end of the campaign. My friend and I were playing a solo game on weekends when the other guys couldn't make it. I had a fairly tough character with an NPC companion. Unfortunately, this past weekend they faced off against a water elemental and we're killed (it was so close; the elemental only had 5 hp left at the end). So we started a new solo campaign, set in an unexplored corner of the aforementioned post apocalyptic campaign. </p><p></p><p>While it's always a possibility that the DM will decide there's no coming back from a TPK and call the campaign, there's usually a point of no return as the game approaches the endgame. At that point, the DM will outright tell the players that if they TPK, the campaign will be over.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 7639035, member: 53980"] Typically, in games at our table, raise dead isn't readily available unless someone within the party has the capability. As such, permanent death is more common than resurrection. This is because players without immediate access to such spells will need to find someone to cast it for them, and spellcasters of that caliber are rare. In one of my current campaigns, we've had two deaths. One was permanent (the player frequently alluded to some tragic backstory that this character had, though he never explained it to me, and said that the character would refuse to be brought back as he was now at peace). In the other case, an NPC ally was willing to bring the character back, but asked a quest of the party in exchange (recovering an evil oracular magic skull from a dungeon, for safe keeping). In my friend's campaign, resurrection type magic is hard to come by as well. It is a post apocalyptic setting, and one important element is building up surviving settlements. There are these magical talking birds in his game worlds that are capable of casting raise dead in exchange for gold (which they prize in a draconic sort of way). While normally reclusive and hard to find, if a town is rendered sufficiently safe, one of these birds may settle there. As such, it's a very significant perk for engaging with the settlement fortification aspect of his game. In my group, a TPK often results in the end of the campaign. My friend and I were playing a solo game on weekends when the other guys couldn't make it. I had a fairly tough character with an NPC companion. Unfortunately, this past weekend they faced off against a water elemental and we're killed (it was so close; the elemental only had 5 hp left at the end). So we started a new solo campaign, set in an unexplored corner of the aforementioned post apocalyptic campaign. While it's always a possibility that the DM will decide there's no coming back from a TPK and call the campaign, there's usually a point of no return as the game approaches the endgame. At that point, the DM will outright tell the players that if they TPK, the campaign will be over. [/QUOTE]
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