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XP - How do you do it?
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<blockquote data-quote="delericho" data-source="post: 5336147" data-attributes="member: 22424"><p>For 3e/4e/Pathfinder: the same XP total as the rest of the group, with appropriate goal for his level. If the other PCs looted the corpse of their dead comrade, then I'll reduce the treasure they get for the next little while, to get them back to where they "should" be.</p><p></p><p>For WFRP: the player rolls up a new starting character, but starts play with unspent XP equal to the total earned by the rest of the group. The player is then entitled to spend that XP on advances normally, but cannot advance any characteristic by more than one "step" at a time. Thus, he's behind for a bit, but very rapidly catches up.</p><p></p><p>The same rulings apply to new players joining the group, and also to new characters brought in as replacements for a retired character.</p><p></p><p>In general, my thinking is that death is itself enough of a penalty. Forcing the player to then deal with a character who is "behind" the rest of the group (potentially forever) seems like a really bad idea - not only can they contribute less, but they're also more likely to die again, and fall even further behind.</p></blockquote><p></p>
[QUOTE="delericho, post: 5336147, member: 22424"] For 3e/4e/Pathfinder: the same XP total as the rest of the group, with appropriate goal for his level. If the other PCs looted the corpse of their dead comrade, then I'll reduce the treasure they get for the next little while, to get them back to where they "should" be. For WFRP: the player rolls up a new starting character, but starts play with unspent XP equal to the total earned by the rest of the group. The player is then entitled to spend that XP on advances normally, but cannot advance any characteristic by more than one "step" at a time. Thus, he's behind for a bit, but very rapidly catches up. The same rulings apply to new players joining the group, and also to new characters brought in as replacements for a retired character. In general, my thinking is that death is itself enough of a penalty. Forcing the player to then deal with a character who is "behind" the rest of the group (potentially forever) seems like a really bad idea - not only can they contribute less, but they're also more likely to die again, and fall even further behind. [/QUOTE]
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