Should D&D Have an Alternate Death Mechanic?

Ogrork the Mighty said:
Wouldn't it be better to have an alternate mechanic for death?
No, it wouldn't be better. It would be different, but not better.
I think the game would be more fun if death wasn't as penalizing as it is.
You might think the game would be more fun, and I'm sure it would be for you. I think such a mechanic and approach would suck mightily. I think it would be another attempt to turn D&D into something it isn't. It's not Wushu, or Dogs in the Vineyard, or any of those games. It's D&D. It's good at what it does, and it does what it's good at.

But more importantly, I don't care. I wouldn't use it, and I wouldn't play in a game with it, and if it became official and represented the direction of the game, well, I've got plenty of games.

Just have them fall unconscious for 1d6 to 1d10 hours when "killed".
 

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I dislike PC death, but I also insist on letting the dice fall as they may. Death is a logical consequence of adventuring. I would prefer a PC be brought back to life after a death than to have to work in a new character. And I really don't understand some people's insistence that PC death be permanent.

The Player's 10th-level character dies and is raised. The character is back in the game at 9th level. The campaign story advances, and the Player has a story to tell about his character.

The Player's 10th-level character dies and cannot be raised. A new character comes into the game at 9th level. The campaign story hiccups as a new character is worked in, and the Player has a story to tell about a former character.

The *Player* is still there in either case. The only thing that changes is he gets a new character, usually of equal power as the dead one, but with no back story or real played-through attachment to the campaign story so far. So it's not like permanent death is a real penalty or risk for any Player.
Player: I search a dragon lair and charge inside.
Otehr Players: Dude, are you mad, you are first level!
Player: And? The DM doesn't kill me anyway. At worst I loose my starting equipment and get geased or something like that.

A little extreme but that will happen when the players know that they can't loose.
How about:

Player: I search a dragon lair and charge inside.

Other Players: Dude, are you mad, you're first level!

Player: And? I'll just make a new character, with new equipment if I fail.

A little extreme, but that will happen when the Players know they can't loose. Because the *Players* can't loose in an RPG. If they all die this week, they'll all be back next week with new characters.

Bullgrit
 

Well, Bullgrit, that view does rather assume that you start players of dead characters with fresh characters who have the same kind of power...

Maybe that's the rule in 3.x, I wouldn't know. It isn't how I play D&D.
 

PapersAndPaychecks said:
It's your game, do what works for you. Personally, I'd find that a long series of low-risk victories would get dull fast.


Right there with you. Death may not be the only risk, as others have said, but IMO its the ultimate risk. If that isn't at stake because it isn't convenient, or bogs the flow down, or whatever, then - to me - the game is dulled. Obviously, YMCADV.
 

SavageRobby said:
Right there with you. Death may not be the only risk, as others have said, but IMO its the ultimate risk. If that isn't at stake because it isn't convenient, or bogs the flow down, or whatever, then - to me - the game is dulled. Obviously, YMCADV.
Please take this not as a slam, but in the spirit intended...

If death is the ultimate risk you can imagine... you need to apply some more current to your imagination module. Even in real life, there are FAR worse fates than death, IMO. And in D&D, with an appropriately fiendish GM behind the screen, I'd generally rather die than deal with "Save or dying." If my party gets routed and I'm dead, someone will tear off an ear and get me resurrected. And if that totally fails, or we're too low level for such, I'll roll a new character and get on with my life. However, if my party gets routed and I'm simply lying on the floor dying... something entirely WORSE is going to happen. Usually the kind of thing that makes me call the DM something unprintable by Eric's Grandma rules.

In a game with a crafty GM, I'm going to call straight-up D&D death the coward's way out. ;)
 

Canis said:
Please take this not as a slam, but in the spirit intended...

Fair enough, although your next sentence certainly belies those words. :)


Canis said:
If death is the ultimate risk you can imagine... you need to apply some more current to your imagination module. Even in real life, there are FAR worse fates than death, IMO. And in D&D, with an appropriately fiendish GM behind the screen, I'd generally rather die than deal with "Save or dying." If my party gets routed and I'm dead, someone will tear off an ear and get me resurrected. And if that totally fails, or we're too low level for such, I'll roll a new character and get on with my life. However, if my party gets routed and I'm simply lying on the floor dying... something entirely WORSE is going to happen. Usually the kind of thing that makes me call the DM something unprintable by Eric's Grandma rules.

In a game with a crafty GM, I'm going to call straight-up D&D death the coward's way out. ;)

But in the game you described death isn't final, its just a temporary inconvenience.

You had me agreeing with you somewhat until the "rip off an ear part". And there's where we diverge. Death isn't the ultimate risk if its easily circumvented. If all death means is a few gold thrown to the local priesthood for a resurrection spell, or another charge used on a staff, or some other simple plot device, then you're right, there are much worse things. But I'm from the school of play that says death - barring a major, MAJOR game-altering miracle - is pretty damn final. Resurrection and raise dead spells don't grow on trees. Gods don't answer character's every beck and call. There aren't "mostly dead" and "all dead" divisions at the morgue. Dead is dead. :)

And to me, if a player simply thinks "oh I'll just make another character and get one with it" after dying, then I don't think they're terribly invested in their character, do you? And if they're not invested in their character, how can anything be worse than death? No matter how nefarious a DM you are, if a player doesn't care much about their character, why would they care about their group, or the fate of the village/city/world/plane/whatever? (The player might care about the fate of the other players in the game, but that is outside the game, and I view that differently.)

However, in a game where I'm invested in my character and environs, and where death is a real threat, a game ender for that character, then the worst thing that can happen is to sever that connection - ie, character death. This is especially true in games (like I usually play in) where you start characters at low levels, not at some artificially high level. IMO, soft-pedaling the risk of death through various contrivances (save or dying, easily available death-erasing, etc), only cheapens death, and lessens that risk. It also makes the noble sacrifice cheaper as well - and my experience has been that well done noble sacrifice moments usually become one of those key, unforgettable moments in a game that people talk about well after the game has ended.

We don't have character deaths often in our games, but we do have them - and they're all very memorable moments, even the relatively senseless ones. They're made all the more memorable because of their finality, and because of the degree to which each player becomes attached to their character, and the group, and its goals and such. I am of the firm opinion that everyone would be much less attached to their characters (and the group, world, goals, etc) if there was a lessened risk of mortality.


Some folks don't like death as a central element of their games. I'm not criticizing that style, its just not for me.
 

PapersAndPaychecks said:
Well, Bullgrit, that view does rather assume that you start players of dead characters with fresh characters who have the same kind of power...

Maybe that's the rule in 3.x, I wouldn't know. It isn't how I play D&D.
In all fairness you did specify a 1st-level character in your example... :p

Honestly, I find that this is how a lot of groups play, however. They simply don't want to deal with "level-imbalance" ( :uhoh: ) within the party, so new characters come into play with the same XP and total wealth as everyone else. I, personally, find the practice less chaffing (at least in theory, since I never get want to come out from behind my screen...) than groups that only care about PC deaths in terms of lost levels... It's really just a matter of taste (and quite possibly how much or little the players trust the DM). The optimum (but unatainable) situation, IMHO, would be for players to always play as if PC death was a real and serious threat, and yet never actually experience it. Or, in other words: killing PCs doesn't make a better game, but PCs avoiding the threat of death does.
 

SavageRobby said:
I am of the firm opinion that everyone would be much less attached to their characters (and the group, world, goals, etc) if there was a lessened risk of mortality.
Surely the reverse is true. With a high risk of permanent death, which necessarily entails a high death rate, players will become less attached to their characters. After all what's the point in forming an emotional bond with something that will most likely be gone soon? Why spend five hours coming up with background, personality, related NPCs, etc if the PC's going to be dead in an hour?
 

Doug McCrae said:
Surely the reverse is true. With a high risk of permanent death, which necessarily entails a high death rate, players will become less attached to their characters. After all what's the point in forming an emotional bond with something that will most likely be gone soon? Why spend five hours coming up with background, personality, related NPCs, etc if the PC's going to be dead in an hour?
What he said. That's one of my many reasons for treating death the way I do in the game. I spend a lot of time on character concept, background, development in-game, etc, and I like my players to do the same. If all of that goes to naught because of a few dice rolls, why bother?
 

Doug McCrae said:
Surely the reverse is true. With a high risk of permanent death, which necessarily entails a high death rate, players will become less attached to their characters. After all what's the point in forming an emotional bond with something that will most likely be gone soon? Why spend five hours coming up with background, personality, related NPCs, etc if the PC's going to be dead in an hour?

I suppose if characters died willy-nilly, you'd be right. But I don't recall saying nor implying that, and it is a pretty silly extrapolation to make. In fact, I said very explicitly:

We don't have character deaths often in our games, but we do have them - and they're all very memorable moments, even the relatively senseless ones.

Don't mistake character death being permanent as character death being common.



shilsen said:
What he said. That's one of my many reasons for treating death the way I do in the game. I spend a lot of time on character concept, background, development in-game, etc, and I like my players to do the same. If all of that goes to naught because of a few dice rolls, why bother?

I like my players to do concepts and backgrounds as well. And even with all characters facing the unvarnished specter of mortality, they still do, and still get attached to their characters.

But if all it takes, in your words, is a "a few dice rolls" for death to occur, then perhaps we play vastly different styles and this isn't an apples-to-apples conversation. Rarely do the dice kill characters - usually it takes poor choices. (Or, on occasion, good ones - sometimes the choice to sacrifice oneself is a viable, heroic option.)
 

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