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Where does the punitive approach to pc death come from?
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<blockquote data-quote="pemerton" data-source="post: 6529588" data-attributes="member: 42582"><p>The question is - what sort of consequences?</p><p></p><p>Losing a level, or starting over at 1st level, is a mechanical consequence - your character becomes mechanically less effective relative to everyone else in the group whose character didn't die.</p><p></p><p>If earning levels is the point of play, it is also a type of loss condition: game over, start again at the start.</p><p></p><p>In my own games, there has been no significant mechanical consequence for PC death for 20-something years. (In 4e there is a minor consequence, as per the Raise Dead spell for that game: a -1 penalty to d20 rolls until 3 milestone are earned - that's normally about two sessions.)</p><p></p><p>This doesn't cause any sort of drift towards gonzo, because there are other consequences for PC death, namely, story consequences. Players don't want their characters to die because they like them being alive and part of the action!</p><p></p><p>Let the player bring in another PC at the same level as the rest of the party.</p><p></p><p>It hasn't come up for several years now, but back when we had more people drifting in and out of the group as work, study and travel permitted, as well as a few players who liked experimenting with different characters to see what they were like, it was quite common.</p><p></p><p>This stood out to me. What is the reason for rolling the dice? That is not a rhetorical question.</p><p></p><p>I understand why we have to hit and damage rolls: they randomise the outcome of the combat within pre-established parameters. But in this case, as I understand it, it was you as GM, and not the player, who made the roll for divine intervention, so it wasn't really action resolution in the standard sense.</p><p></p><p>What difference would it have made if you just decided to have the deity make the offer to the rogue, for restoration now in return for a service later? Again, not a rhetorical question.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6529588, member: 42582"] The question is - what sort of consequences? Losing a level, or starting over at 1st level, is a mechanical consequence - your character becomes mechanically less effective relative to everyone else in the group whose character didn't die. If earning levels is the point of play, it is also a type of loss condition: game over, start again at the start. In my own games, there has been no significant mechanical consequence for PC death for 20-something years. (In 4e there is a minor consequence, as per the Raise Dead spell for that game: a -1 penalty to d20 rolls until 3 milestone are earned - that's normally about two sessions.) This doesn't cause any sort of drift towards gonzo, because there are other consequences for PC death, namely, story consequences. Players don't want their characters to die because they like them being alive and part of the action! Let the player bring in another PC at the same level as the rest of the party. It hasn't come up for several years now, but back when we had more people drifting in and out of the group as work, study and travel permitted, as well as a few players who liked experimenting with different characters to see what they were like, it was quite common. This stood out to me. What is the reason for rolling the dice? That is not a rhetorical question. I understand why we have to hit and damage rolls: they randomise the outcome of the combat within pre-established parameters. But in this case, as I understand it, it was you as GM, and not the player, who made the roll for divine intervention, so it wasn't really action resolution in the standard sense. What difference would it have made if you just decided to have the deity make the offer to the rogue, for restoration now in return for a service later? Again, not a rhetorical question. [/QUOTE]
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