So as the title says, I don't really like the death system in this game. Over the past few weeks, I have played about 11 adventures with my group of 5 heroes. A couple of times, I have came VERY close to death with a couple of them. In the first adventure or two, it really wouldn't have mattered: the other heroes could have looted their poor comrades body (good non-basic cards), and then shared the loot with their new, identical replacement! However, now that I have gotten I believe 2 skill ups, 2 power feats, and a card feat, any new characters would be gimp, to say the least (and this issue will only get worse the farther in I get). After all I can't imagine a fresh character standing much of a chance in the middle of adventure path 5, or 6.
If I had nothing else to do with my free time, I COULD play this new character solo. This does not appeal to me, it would be a large investment in time, and it would only get worse as I progress farther and farther in the adventure path.
I could also have the other 4 characters go and run the new replacement through all the old adventures. However, they would crush older, weaker villains, monsters, barriers, etc, with little problem with all the bonuses they have gotten, and possibly pick up even more good cards along the way (though honestly, I've been very luck, and other than a couple of the new spells from set 2, and a couple of one or two blessings, I've gotten almost every card I could ask for). So this would feel even worse I feel, and I would be buffing everyone in the party's decks to ridiculous points. Additionally, this would take even more time, because it would be a larger set up.
So I've been thinking, what WOULD make a good death penalty? I've had a few ideas.
A: Discard a card from the blessing deck when a character dies, plus one extra card for each card the character should have drawn but couldn't.
B: Penalize all the other characters rolls to acquire boons, because who cares about getting treasure when their dear friend and adventuring companion is slain? (I was thinking maybe -2 would be noticeable but not crippling)
C: Penalize that character on rolls for the next scenario, kind of like the negative level from the RPG from being resurrected between adventures. I realize this puts that character at an extended disadvantage, but for solo play, it's not like I'm picking on a particular person. That suggestion probably wouldn't work as well in group play, unless the player is cool with it.
D: Banish one card from the characters deck for each card they should have been able to draw but didn't. This one could be pretty harsh, but it's still not a total reset. Also, basic cards would have to be the LAST card to be banished, otherwise this punishment would probably be too gentle to even be noticed.
Side question, related to idea A: If a character dies, do they still get a turn? Does the blessing deck get advanced, everyone go "He's dead, Jim", and then then the blessing deck get advanced again?
Open to ideas and feedback, let's find a way to make it work! Maybe if enough people chip in, we can get something that becomes popular enough to get mentioned in the rulebook as an alternative means of dealing with death... (A guy can dream, right?)