Why dont you kill PCs?

Galeros said:
Okay, well do you as a Dm ever hold back on killing PCs for some reason? My main one is because I often have plots dealing with a PC and killing them would naturally ruin it. That, and I would rather play DnD that have to take time out for the player to make a new character. :)

I just feel bad... afterwards. Usually I'm too happy right upon the PC's death since I identify too strongly with the NPCs.

What do you say (and look like) after you killed a PC? Sorry? Grin because the henchman's attack strategy worked?
 

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My gaming groups are generally pretty darn small, so I second this.

Herobizkit said:
I run a solo campaign. Killing my player's character means my campaign is pretty much over. :)

That aside, I reserve deaths for dramatic points in my story; I run a heavy RP/rules light game that revolves entirely around the PC and his exploits.
 

Galeros said:
Okay, well do you as a Dm ever hold back on killing PCs for some reason? My main one is because I often have plots dealing with a PC and killing them would naturally ruin it. That, and I would rather play DnD that have to take time out for the player to make a new character. :)

Nope. One of the reasons my players enjoy my games so much is that there is always a chance that a PC (or multiple PC's) can die. I don't actively try and kill off anyone, nor do I keep a tally of the deaths. It is just a part of the game.
 

cmanos said:
I had a D&D Game back in college where there was one player who kept on getting killed. He would do stupid stuff and, bam...dead. I was running through the Giant series. He died twice in the Hill Giants...once after slipping behind a hill giant jailer and into the room he had just come out of, only to be grabbed by the carnivorous ape hiding above the doorway and rent in two. I think he died a couple times in the Frost Giant area, and then in the Fire giant area he was beingr eally annoying, so I moved the 'garbage chute' underneath him and sent him down into a lake of lava. His next character, a necromancer, decided he was going to be introduced to the party in the fire ggiant crypt the party had decided to hide in and rest. He wanted to hide in a sarcophagus, cast corpse visage upon himself to make himself look like an undead, and pop out while they were making camp. I didn't even have to kill him. I told the party they were making camp, and what looked like an undead creature popped out of a coffin and started to cast a spell...he died in a round....

I have a player like that. Only he does it because he likes to roll up new characters and try them out (however briefly), and to put more treasure in the party coffers.

I put a limit on that however, once the party average reached 9 I house ruled all new characters could come in at no higher than level 9. This is because I recalled something in 2nd edition Forgotten Realms called the "Name Level". Basically by 9th level you've really made a name for yourself, so most places you go there is likely to be someone who recognizes and remembers at least some of your deeds. At this point I thin the group average is about 12. So, beyond 9th level are characters the PCs should have heard of, so if the character is just being introduced why haven't they? Make sense to me and my players accepted it w/o argument (which doesn't always happen if they see no benefit in it :mad: :mad: :mad: ).


Edit: oh, by the way, I generally let the dice fall where they may, and if a character dies so be it.
 

(Psi)SeveredHead said:
What do you say (and look like) after you killed a PC? Sorry? Grin because the henchman's attack strategy worked?

Generally, "sorry, man, that's just the way dice fall" about sums up my attitude. Sometimes I will bemoan the tragedy of a heroic effort gone awry.

-The Gneech :cool:
 


A character died in our last session. The players were fighting some uber-orcs and both sides were close to dropping. The fighter rolled a 1 on this attack and according to our house-rules he misses his next turn. So that gave the orc one more swing, he was at 2 hp at the time, and he rolled a 20. Then I rolled double damage and hit him for a 7 and an 8 for 15 damage. -10 right there. Bang dead. I do admit I pumped my fist when I rolled that 20, no malice, I just love hitting good rolls in dice games. They were second level characters so he will roll up a new PC at 1st level and the campaign will go on.

We roll out in the open and where the dice fall, they fall.
 

I don't kill PCs for one very important reason:

My players are smarter than me when it comes to game tactics. I am just an individual, who has to think of tactics for a bunch of different monsters and encounters, while they are a team of 4 who know their characters' abilities inside and out. I'm not complaining; this allows me to terrify them with bigger, stronger monsters.

Also, they have no qualms about running away.

There is no problem if fate/the dice/whatever results in the death of a PC, though. My players are all mature enough to deal with it, plus they probably all have a zillion character ideas they'd like to try out, so would see death of their character as an opportunity.
 

TPKillah!

Galeros said:
Okay, well do you as a Dm ever hold back on killing PCs for some reason?
No ... I always play their opponents to the best of my abilities. The thrill of "danger" makes the game more fun, if you ask me.

-Samir
 
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I kill my players regularly. But in my campaigns, death is easier to deal with because I still want my players to have fun. When you roll a character, you stick with that character IMC.

Here are my rules concerning death: I use Resurrection Shrines which are somewhat akin to checkpoints:

On Death and Dying
Once your character level surpasses level ten, their negative HP limit is the negative value of their character level.

If the entire party dies, they will be restored at the last Resurrection Shrine discovered for which the entire party is eligible to use and take an exp hit of 10% of their current exp-to-next-level, with no other penalties. I may respawn battles at my descretion when you are restored in this manner.

Resurrection Shrines are attuned to alignments and are considered artifacts. Forging a Resurrection Shrine is a process lost to the ages. To be eligible to use a shrine, the target's alignment descriptors must match any allowed by the shrine.

The Resurrection spells are changed as follows:

Reincarnate not available. Replaced instead with a Dru4 entry on the Raise Dead spell itself.

Raise Dead
Conjuration (Healing)
Level: Clr 5, Dru4
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: Dead creature touched
Duration: 1 round/level
Saving Throw: None; see text
Spell Resistance: Yes (harmless)

You restore life to a deceased creature to aid you for a very limited duration. You can raise a creature that has been dead for no longer than one day per caster level. In addition, the subject’s soul must be free and willing to return. If the subject’s soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.

A druid who casts Raise Dead can only raise creatures that are resting in a bed of natural vegetation. The vegetation must be alive and have not been disturbed by heavy activity (such as transplanting, uprooting, or any combat taking place directly upon) within the last twenty-four hours. A successful casting of the spell does not harm the plant life in any manner, however, the affected plant life will be considered afterward to have sustained heavy activity as the life energy was borrowed to reanimate the dead creature.

A raised creature suffers no stat losses.

A raised creature has a number of hit points equal to its current Hit Dice. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature’s equipment or possessions are affected in any way by this spell.

A creature who has been turned into an undead creature or killed by a death effect can’t be raised by this spell. Constructs, elementals, outsiders, and undead creatures can’t be raised. The spell cannot bring back a creature that has died of old age.

----

Resurrection
Conjuration (Healing)
Level: Clr 7
Casting Time: 10 minutes
Duration: Special (See Text). Dismissable (D)

This spell functions like raise dead, except that you are able to restore life and complete strength to any deceased creature.

The condition of the remains is not a factor. So long as some small portion of the creature’s body still exists, it can be resurrected, but the portion receiving the spell must have been part of the creature’s body at the time of death. (The remains of a creature hit by a disintegrate spell count as a small portion of its body.) The creature can have been dead no longer than 10 years per caster level.

Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells.

You can resurrect someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. You cannot resurrect someone who has died of old age. Constructs, elementals, outsiders, and undead creatures can’t be resurrected.

The resurrected creature will remain alive until the cleric's normal prayer time next arrives, regardless of whether the cleric chooses to or not to pray at that time. At that time, the resurrected creature falls lifeless once again.

A resurrected creature knows that their life is borrowed for the duration of the spell and indeed how long remains until they will once again depart their body. Their disposition toward the situation is not magically altered by the spell. Some characters would be noble in their opportunity to assist their comrades. Some characters would fear their lingering re-death. Other emotions are also normal, depending on the character's outlook and value on life.

---

True Resurrection
Conjuration (Healing)
Level: Clr 9
Casting Time: 10 minutes
Duration: Instant

This spell functions like raise dead, except that you can resurrect a creature that has been dead for as long as 10 years per caster level. This spell can even bring back creatures whose bodies have been destroyed, provided that you unambiguously identify the deceased in some fashion (reciting the deceased’s time and place of birth or death is the most common method).

Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of level (or Constitution points) or prepared spells.

You can revive someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. This spell can also resurrect elementals or outsiders, but it can’t resurrect constructs or undead creatures.

Even true resurrection can’t restore to life a creature who has died of old age.

Material Component: An offering unto the cleric's god worth 1,000 gp per character level of the raised creature. At a resurrection shrine, such an offering is not required if the resurrected creature elects instead to take an experience cut of 10% of their earned experience toward the next level. A resurrection that happens by resurrection shrine can happen if the deceased's body is returned to within ten feet of the shrine or after twenty four hours since death occurred if the deceased wishes to be raised in this manner. A deceased creature has only forty eight hours to will themselves to life once they become eligible. After that time, it requires a casting of this spell by a cleric to receive the benefit of True Resurrection.
 

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