
Vulnerable to Fire |
2 people marked this as a favorite. |
Eventually, I got sick of players deliberately killing themselves so they could come back with some absurd build deliberately minmaxed to peak at their current level or just because their attention span was too short for them to bother playing a single character for more than a few levels before getting distracted by some other shiny feat or something. So I brought back the oldest rule in the book:
New characters are new characters. They start at level 1 with starting equipment.
This also makes death scary. Even with this edition's insanely easy access to guaranteed resurrection, at least it makes recovering the body important - and removed the ridiculous scenario of "Oh no, our eighteenth-level cleric Bob just died, he was the best cleric in the entire land and we're running out of time, wait what's this, here comes another high-level hero of whom we've never heard before despite his supposed power and importance, goodbye verisimilitude forever."
It's tough, but fair. Low-level characters need far less experience to level and get more experience than their high-level allies, so they catch up in levels quite quickly, especially if they go off on a sidequest. Besides, to players with actual cleverness and imagination, their most powerful weapons aren't what's written on their character sheet, and even a first-level character can be a powerful asset to a twentieth-level party. And it just makes sense; you shouldn't have a high-level character if you haven't done anything with that character yet.
But when I reintroduced this rule, a couple of my players started to grumble. Yes, they were munchkins, and I explained to them that it was my game and my rules and they could take it or leave it, but I wonder if any of you have had similar reactions?