Kalendraf
Explorer
Dr_Rictus said:Fundamentally, the problem is that you're penalizing the party more for raising fallen characters than for bringing in new ones. And they are responding based on that reward structure. It's that simple. Period. End of story.
Therefore, to solve the problem, you have to start by bringing in new characters at lower level and with less stuff. Otherwise you are not addressing that one simple problem. Others have pointed this out, but it is not clear to me that the message is getting through.
You're oversimplefying the situation.
While player's can make that exact choice, the fact is that nobody has exercised the choice option to abuse the situation. When bodies were able to be raised, they have been. The problem has come in the situations where raise dead was not an option (character turned to undead, etc), but the character's loot has remained behind. We originally did enforce a rule where new charcters came in lower than the lowest party member, but that quickly backfired and caused some horrible level gap problems in the early going. That led us to the current rule which is definitely better from the aspect of keeping the party level more manageable. New characters always have less gear than the rest of the party even if I allow them standard equipment for their level, so that's already being accomplished.
The problem is really how to handle the dead guys loot. In most cases, the dying characters have no family or other affiliations besides the party, so the party has as much claim to it as anyone. That seems to be the root of the problem. Ideally, the equipment would just go *poof* when the character dies, but there's no logical background to explain this behavior in my campaign. Introducing one at this point would seem extremely tacky.