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Too much incentive to stay dead
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<blockquote data-quote="James Heard" data-source="post: 3548422" data-attributes="member: 7280"><p>Personally, having the GM pick my items would pretty much "settle me" out of the game. If the GM wants to enter character creation then he get off his behind and start playing. I don't mind people telling me what I can't have on my character sheet, but I think it's dangerously rude once they start dictating what goes on there unless it's a one off.</p><p></p><p>Come to think of it, pushing characters a level behind automatically seems pretty rough too. A few missed saving throws and you're playing a guy completely unable to contribute along with the rest of the party. Since contributing and participating is part of the fun of the game, I'd say that's not something you're aiming for.</p><p></p><p>I like the penalties for "dying" for a period of time (though personally I think that it would be better to somehow work it out to be measured in encounters so the PCs don't just go "sleep it off" in the Inn)</p><p></p><p></p><p></p><p>I think tying the "number of times you can die", with the caveat that I like the idea above for ditching rez magic entirely, to character level works pretty well. That would mean that, even if it didn't cost anything except a penalty in an encounter or six, you still wouldn't get "immortal commoners" because only the most heroic and experienced would get the nod of fate to continue on fighting another day. </p><p></p><p>Even if you didn't use the "dying penalty" method and stuck with Raise Dead and such, if you push for character level maximums for dying you're still giving a ticking clock and decreasing timer for living another day. It certainly seems like it would be more fair than attaching it to Constitution and other methods I've used myself in the past, and it's not that hard to implement in 3E compared to AD&D where you had wonky experience/level issues.</p></blockquote><p></p>
[QUOTE="James Heard, post: 3548422, member: 7280"] Personally, having the GM pick my items would pretty much "settle me" out of the game. If the GM wants to enter character creation then he get off his behind and start playing. I don't mind people telling me what I can't have on my character sheet, but I think it's dangerously rude once they start dictating what goes on there unless it's a one off. Come to think of it, pushing characters a level behind automatically seems pretty rough too. A few missed saving throws and you're playing a guy completely unable to contribute along with the rest of the party. Since contributing and participating is part of the fun of the game, I'd say that's not something you're aiming for. I like the penalties for "dying" for a period of time (though personally I think that it would be better to somehow work it out to be measured in encounters so the PCs don't just go "sleep it off" in the Inn) I think tying the "number of times you can die", with the caveat that I like the idea above for ditching rez magic entirely, to character level works pretty well. That would mean that, even if it didn't cost anything except a penalty in an encounter or six, you still wouldn't get "immortal commoners" because only the most heroic and experienced would get the nod of fate to continue on fighting another day. Even if you didn't use the "dying penalty" method and stuck with Raise Dead and such, if you push for character level maximums for dying you're still giving a ticking clock and decreasing timer for living another day. It certainly seems like it would be more fair than attaching it to Constitution and other methods I've used myself in the past, and it's not that hard to implement in 3E compared to AD&D where you had wonky experience/level issues. [/QUOTE]
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