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PC mortality and revival
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<blockquote data-quote="Umbran" data-source="post: 5565268" data-attributes="member: 177"><p>I think that's a little difficult - unless the game has an intrinsic power-leveling for encounters (like later D&D editions), then how difficult it is to die is pretty strongly in the hands of whoever did the adventure design.</p><p></p><p>How difficult it is to come back is also implementation-dependent in many systems.</p><p></p><p>For example: Marvel Superheroes (FASERIP version) - it takes a lot to kill a character here. A villain generally has to beat on a character while he or she is down to end their life. The system itself has *no* explicit rules for bringing a character back from death. However, the genre expectation is such that I've never seen a GM using the system who balked at justifying it.</p><p></p><p>Classic Deadlands - with exploding damage dice, combat can be risky stuff. A good damage roll when the PC is low on Fate Chips, and it's off to Boot Hill. The game has one way to bring characters back from the dead, sort of, but that way is not in the PC's hands, and it has consequences.</p><p></p><p>(old) World of Darkness: Power of adversaries is entirely in the hands of the GM, as it is a point-buy system with only the vaguest of power measures. I didn't play enough Werewolf or Vampire to recall if they had explicit systems for recovering from death. How it worked in Mage depends on GM's interpretation of the Spirit Sphere (it was possible in the campaigns I played, but few could pull of the trick, as it required high levels of the magic).</p></blockquote><p></p>
[QUOTE="Umbran, post: 5565268, member: 177"] I think that's a little difficult - unless the game has an intrinsic power-leveling for encounters (like later D&D editions), then how difficult it is to die is pretty strongly in the hands of whoever did the adventure design. How difficult it is to come back is also implementation-dependent in many systems. For example: Marvel Superheroes (FASERIP version) - it takes a lot to kill a character here. A villain generally has to beat on a character while he or she is down to end their life. The system itself has *no* explicit rules for bringing a character back from death. However, the genre expectation is such that I've never seen a GM using the system who balked at justifying it. Classic Deadlands - with exploding damage dice, combat can be risky stuff. A good damage roll when the PC is low on Fate Chips, and it's off to Boot Hill. The game has one way to bring characters back from the dead, sort of, but that way is not in the PC's hands, and it has consequences. (old) World of Darkness: Power of adversaries is entirely in the hands of the GM, as it is a point-buy system with only the vaguest of power measures. I didn't play enough Werewolf or Vampire to recall if they had explicit systems for recovering from death. How it worked in Mage depends on GM's interpretation of the Spirit Sphere (it was possible in the campaigns I played, but few could pull of the trick, as it required high levels of the magic). [/QUOTE]
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