When You Keep Killing Characters?

In my groups, deaths are very unusual for anything less than +4. +2 or +3 is dangerous, but with preparation, is usually manageable.
 

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I think part of the problem is the party not acting as a team, but as a group of individuals. This could stem from their poor understanding of each other's talents and abilities. Th suggestion to running some mock battles would be one way to go.

A second way to go, and much more difficult, is to make combat less "tactical" and more free-form. Back in the 2e days, we didn't have squares, or 5' steps, or whatever. The DM said you could swing at 'em, or not, or 5 of the 8 orcs were in the radius of your fireball and we were happy with it. :) More cinematic fights could lead to more involement with the PC's, and if you gave Fate Points or whatever for players who tried or wanted to try fancy stuff, they might enjoy combat a lot more.
 

Herobizkit said:
A second way to go, and much more difficult, is to make combat less "tactical" and more free-form. Back in the 2e days, we didn't have squares, or 5' steps, or whatever. The DM said you could swing at 'em, or not, or 5 of the 8 orcs were in the radius of your fireball and we were happy with it. :) More cinematic fights could lead to more involement with the PC's...
Hear, hear! It's D+D, not chess.

And Option 1 - steady as she goes - works for me. They'll either learn or they won't.
...and if you gave Fate Points or whatever for players who tried or wanted to try fancy stuff, they might enjoy combat a lot more.
I can't say I've ever been a fan of this sort of thing. A far better reward is just to have the cool stuff work once in a while! :)

Lanefan
 

As a DM, you get XP for every PC you "overcome", even if you've already defeated the player before. So I'd just let them keep grindin' away, if that makes them happy. You'll be Epic in no time! (Don't forget to loot the character sheets.)

Cheers, -- N
 

Personally, I favor a session or two of teaching, but not a "tutorial" per se. Simply play a normal session, allowing lots and lots of extra time for combat. Each time one of the tactically clueless players has a turn, ask a tactically sound player what he would do, and exactly why. Then ask the tactically clueless player what he wants to do.

It's very important that the player understand that it's his decision, but you sound like a good DM, so you know that.

After a session or two like this, turn them loose. Allow them to ask for advice for a while, but don't mandate it. However, at this point I think you'd be best served by natural selection ... if, after the teaching sessions, a player gets his character killed by poor choices in combat (not just by bad luck or a tough encounter), then remove the player from your "already large" group.

That's what I'd do.
 

Given your post, I doubt killing characters off at random intervals is much fun for your crew, or for you. Why not change up the rules for death a bit? I've used and playtested these with great results with a few different groups.

Conviction, Death, and Reserve

Each player gets a pool of 6 Conviction. This pool is restored whenever the party has a night of complete rest (this effect cannot be magically reproduced). Conviction is spent as follows:

[sblock='Code']
Code:
Table R-04: Conviction                       
Action	                                                        Cost
Roll an extra d20 (if you declare before the roll)	             1
Roll an extra d20 (if you declare after the roll)	             2
Take an extra move-equivalent action on your turn**	    1
Take an extra standard action on your turn**	             2
Gain an extra use of another X/day ability, including spells    2
[/sblock]

* When you roll extra d20s, you take the highest roll. You can roll as many extra d20s on a roll as you can pay for.
** Each of these can be performed only once per round. If you have an extra move and an extra standard action, you can perform a full-round action instead.

Conviction and Death

PCs have a death flag that they can raise in order to get 4 extra Conviction. This flag can be lowered by spending 4 Conviction. While a player-character's death flag is raised, they can suffer death as per the standard rules. While the flag is lowered, the player character can still be captured, imprisoned, fall off a cliff into a river and left for dead - but will not actually die. NPCs with names use the normal rules for death, but NPCs without names die at 0 hit points. Because this rule makes death something players have some control over, players should consider it very unlikely that their soul will be free to return in the event that they die (i.e. Raise Dead spells aren't likely to work).

As a variant, PCs with their death flags lowered can be killed, but only with two coups-de-grace. Most enemies - even villains - will not put this kind of work into killing a PC, typically thinking the first coup-de-grace will slay the character.
 





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