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Why penalize returning from death?
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<blockquote data-quote="Grainger" data-source="post: 7288978" data-attributes="member: 6779234"><p>I think a lot of these issues are mitigated by running a slightly more old-school campaign (but it can still have modern sensibilities, instead of being a roleplaying-free meat-grinder).</p><p></p><p>If you do slow levelling (PCs only level when the DM says so, and he/she is stingy with the levels), and apply some of the optional rules like slow healing, then 5e is a lot more deadly than it is with the rather "superhero"-esque defaults. It certainly makes it feel a lot more old-school, and a fair bit more strategic (they really have to plan those long expeditions with regard to supplies, if they have to rest up for weeks to heal). </p><p></p><p>Also, if you have a currency-light more authentic medieval game setting, that makes it much harder to use reviving spells (and if they do, it really costs them).</p><p></p><p>In short, there's no need to throw levels, healing and cash at the PCs unless you want to.</p><p></p><p>I see to remember a guideline (in the DMG, or maybe it was an idea on this forum) that when a PC dies, the player starts another character at the start of the current tier. That way there's a mechanical cost to it, but the new character can at least contribute to the party. If you make them start at 1st level, even if the rest of the party is "only" level 6, how is that supposed to actually work without the new character dying instantly, or hiding at the back for months, contributing nothing?</p></blockquote><p></p>
[QUOTE="Grainger, post: 7288978, member: 6779234"] I think a lot of these issues are mitigated by running a slightly more old-school campaign (but it can still have modern sensibilities, instead of being a roleplaying-free meat-grinder). If you do slow levelling (PCs only level when the DM says so, and he/she is stingy with the levels), and apply some of the optional rules like slow healing, then 5e is a lot more deadly than it is with the rather "superhero"-esque defaults. It certainly makes it feel a lot more old-school, and a fair bit more strategic (they really have to plan those long expeditions with regard to supplies, if they have to rest up for weeks to heal). Also, if you have a currency-light more authentic medieval game setting, that makes it much harder to use reviving spells (and if they do, it really costs them). In short, there's no need to throw levels, healing and cash at the PCs unless you want to. I see to remember a guideline (in the DMG, or maybe it was an idea on this forum) that when a PC dies, the player starts another character at the start of the current tier. That way there's a mechanical cost to it, but the new character can at least contribute to the party. If you make them start at 1st level, even if the rest of the party is "only" level 6, how is that supposed to actually work without the new character dying instantly, or hiding at the back for months, contributing nothing? [/QUOTE]
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