Elf Witch said:
I have some question because I am trying to understand this point of view. When is it okay for character death? Is it that you hate character death in early levels and is it okay later on?
Or is is that you hate death all together?
To me I would rather lose a lower level new character to death then one I have been playing for a long time becuse as the game goes on I get more attached to my character.
I dislike deaths that are just a freak accident. Player Characters should die in climatic combat. There should have been some kind of "interaction" with the thing that kills you.
A trap that kills you instantly i D&D 3.x is pretty stupid. At maximum, you have 3 rolls. (Search, Disable Device, Saving Throw). There is no variation in what you can do, and there is nothing you could have done differently (aside from not at all trying to get by the trap).
In a combat, a Cleric can decide to cast Death Ward when the group notice that the enemies are level draining Vampires. Or he can try to Turn them. Or cast Holy Smite at them. He has a choice how to react and help everybody.
But exchange the Vampires with Bodaks, and suddenly he has not time to react in any way, everybody has to make his save and if he is lucky, he keeps living, if not, it is too late.
If the Bodaks would need to concentrate for one full round before they can activate their deadly power, all players have time to react and take their pick on the defense. Some will choose poorly and possibly die. Some will choose wisely and save the party's collective asses...
I know that Save or Die effects do also contribute to the "thrill" of the game. But if they become to common that they lose their meaning and just become annoying. "Oh no, I guess 17 doesn't save." "Nope. Bye bye." "Okay guys, you know: You can sell everything except my Headband of Intellect to get the money for my resurrection..." (And if there is no chance or will for ressourection: "Okay, I'll roll up a new character. Seems like we really need a Cleric, so I guess I'll skip my Swashbuckler Experiment and roll up one, okay? Level 11 like the rest, or Level 10 for the new one? Standard Wealth?")
Death, as it is in D&D, is to common. It appears it can be so common because ressourection magic is also pretty common. But the truth is, it turns character death from something tragic and something that makes you "sad" into something that is just annoying. How did Sally (in Blink/Doctor Who) put it "Sad is happy for deep people", but annoying is just annoying.
Maybe it is an artifact of the level based hit points. They are your "protection from nastiness" - as long as you do have them, you "know" that nothing bad happens. And so you do all kinds of crazy stuff and become careless, because you know it only becomes dangerous if your hitpoints go below a certain threshold. So, monsters deal more damage per round to bring you quicker there. And some abilities just bypass your "nastyness" protection, so that you are remembered that you are still playing a mortal creature, not superman.
Other games - Shadowrun for example - give you little to fully protect yourself from harm. Troll with a Konstitution of 12 and Ballistic10/Impact9 Armor? Here's a Power 6 Manabolt for you. There is always a chance that something can fill all the boxes of your condition monitor and you're done (well, nearly done. But pretty done for this fight, and if your team can't stabilize or heal you, you are really done). But it _never_ happened to my characters. And I think I saw happen only once to a fellow runner. I always know the chance is there, and I act accordingly. But the chance is rarely realized.