The_Gneech said:As for splitting up the dead guy's stuff, why aren't they SELLING it to pay for the character's resurrection?
'Cause it's more resource-effective to bury him & start a new character.

The_Gneech said:As for splitting up the dead guy's stuff, why aren't they SELLING it to pay for the character's resurrection?
There are certain ways that characters can die that prevent them from being raised. For example, being drained by an undead and coming back as one of them. Last night's unfortunate episode had the 10th level cleric get jumped by a bunch of shadows which managed to drop him well below 0-strength, causing him to turn into a shadow. His corpse and items were still there for the party. I'm running them thru Hell in Freeport, so finding a proper place for burial, or a temple, etc is pretty much out of the question with their present situation. Ian't really blame the party for taking his items at this point.Dr_Rictus said:I am puzzled, though, how it could be that a vastly wealthy 11th-level party would be unable to raise somebody. Isn't that a contradiction in terms?
Pretty tough to explain how you keep gear across a character change. Sure some items might transfer (cloak of resistance), but if the player decides to switch from a Fighter to a Wizard, there's not much point in letting the new wizard have +2 breast plate and a +2 shield.BiggusGeekus said:The guy lost his character, he loses exp, but he gets to keep some of the gear.
This is essentially their mode of operation. Items found during adventures belongs to the collective party, and stuff returns to the collective party when characters die. Characters that decide to leave can take their share of the loot when they leave. It's going to be pretty tough to shake them out of this mentality. The item loss option is probably easier to implement from a DM standpoint.Dr_Rictus said:Now, of course, with some groups that would just lead to the problem continuing, except that everybody would write a will bequeathing all of their stuff to their party.
For the most part, it's not the weapons that have gotten out of control, but rather the defensive items (cloak of displacement, rings of protection, etc) and attribute bonus items (+6 headbands of intellect, etc) that seem to be causing the most problems. There are characters in the party with saving throw bonuses in the low 20's already, and armor classes in the mid-30's. Is this normal for an 11th level party? I think not. Sundering might be a way to break some weapons, but I need a solution to the other items slots, much of which isn't even metallic.BiggusGeekus said:They'll still be dissapointed when the NPC kills one of their weapons, but they won't be surprised.
Option 3: Teleport them to the Plane of Rust Monsters.
Vocenoctum said:1) ruin the equipment when you kill the PC (have the body carried off, or incinerated, etc.)
2) don't start the new PC with full starting wealth. (It's also not fair to the other players that he gets to pick X amount of items, when they've been getting items they don't want and trading them and such, so feel free to put limits on what he starts with.)
3) Stop killing them so often!
I should have been more clear. Raising is also a half-level loss. The reason this was done is because the characters dying were the farthest behind on exp, and dropping them a whole level each time would have led to a party with characters about 4 levels apart. Instead, it's only 2 levels of gap now. So if you get raised or get a new character, it's just a half-level loss.Conaill
1) lose a full level and pay for being raised/resurrected, etc
d20Dwarf said:I just have a simple rule: your new character can start with his normal allotment of equipment, or the party can keep the old guy's stuff. Simple as that.
arnwyn said:Well, I can see a million () things wrong with your "character death" policy that are leading to your current dilemma.
arnwyn said:The posts above (noteably d20Dwarf's and Conaill) note some problems/solutions.
I like d20Dwarf's solution best. (I take it one further IMC and have new characters come in with Level 1 equipment.) This seriously reduces the insane magic-item and equipment proliferation that *will* occur otherwise.