PC Death Policy?


Pathfinder First Edition General Discussion


So I recently had my first PC death, being flanked and luck of the dice managed to do him in. Since the other PCs were so close to getting to leveling to level 4, I allowed him to reroll nearing 4 but minus 1,000XP. Basically the same character was rolled, same stats, same class, same bloodline, same alignment and the same personality. Only HP, which had to be rolled, was different.

Is there something against doing this? I don't want to start a trend where all players treat their PCs are merely disposable lemmings...

How would you deal with this and answer the question of "Why not?"


Generally I'd ask him to roll up something different or deal with the cost/burden of getting a resurrection. If they have no money but he doesn't want to roll up a new character try to make it happen even if it had to be some kind of debt to a randomly placed high level cleric that would require the party to do some kind of free job for him but I wouldn't be okay with them rerolling the same character and would veto the idea.


I do hero points some games and most of the time PC's save them in case they die. Otherwise at level 4 you are pretty much out of luck. Maybe their employer is willing to garnish pay for the next mission in exchange for getting the PC brought back.


Hmm... I have seldom GM'd, but often faced death as a player. I feel playing without the very real possibility of death greatly lessens the excitement of roleplaying.

when I die, if the possibility exist within reason I welcome ressurrection.

Every time I die, my character beyond help it was my own fault.

Every time I sense the GM tilted chance in my favor to see me live I feel cheated.

But then, when I best death against all odds the game truly pwns!


I tend to encourage more creativity. If you die, you roll up a new character, not your old one with slight changes. Of course my players go for creativity too, so I rarely have to enforce anything about it.

I think the xp penalty should be incentive for them to not die. If it's not, perhaps make them start a full level behind or something. I allow the players to start their new characters at the same level with no penalties most of the time, since they do try hard to avoid death, and always roll up something completely new if they have to.

Liberty's Edge

The death policy depends on the route the players go.

If they choose to get them revived, then that character is the same level and exp value despite their failure (it's no fun to fall behind), and their punishment is that the revive/heal cost comes out of their share.

If the character stays dead, the player rolls up a new character. The loot is either buried with the character (respect for the dead and all that), or donated to someone or some charity in their name. The party might take some of the one-use or limited use items (like potions or wands), but not stuff like weapons or armor.

If that player tried to roll up a character that was exactly identical save for their name and a new beauty mark that would get shut down very quickly. Not just by the DM, but by the other players as well who would find it boring (and directly unfun, as it cheapens the now-dead character). Even mentioning it as a joke is sure to get some groans out of people.

Besides, who wants to re-play the guy who died horribly and couldn't be arsed to be revived?


gnomersy wrote:
Generally I'd ask him to roll up something different or deal with the cost/burden of getting a resurrection. If they have no money but he doesn't want to roll up a new character try to make it happen even if it had to be some kind of debt to a randomly placed high level cleric that would require the party to do some kind of free job for him but I wouldn't be okay with them rerolling the same character and would veto the idea.

This +1

I think it is too cheesy to just re-roll the same character.

If they don't want something new, then he owes powerful being X a task Y (unpleasant, difficult, and/or repugnant) to be performed at some unspecified time (probably inconvenient).


MungBean wrote:
I don't want to start a trend where all players treat their PCs are merely disposable lemmings...

Right there you answered the question, "why not?". If a player sees that he/she can basically continue the campaign with "relatively" the same character with only an xp penalty, and they actually want to do that, (side-note here, I think that speaks to a decided lack of creativity on the player's part) they will.

Infinite Bard Hilarity starts about the two minute mark.

I have one rule when it comes to rolling up a new character for a running campaign: It cannot be the same class as the one that just died. (In addition, if a new player joins an already running campaign they are not allowed to roll a character that is the same as any class currently in the campaign.) That one rule prevents anything like this from ever happening.


If a player is ineffective in a campaign for reasons that are not their fault, we usually allow them to reroll. If characters die, a different kind of character usually emerges


In retrospect, I was pretty forgiving of the player (the character nearly had a single digit of max health) but with a second thought, it was bad 'game etiquette' for the player to roll the same race/class/bloodline/alignment. His reasoning was that he really wanted to get the cool sorcerer powers at level 4.

It's been something that's been brought up in another RPG system before...then the players brought up that they couldn't understand why they wouldn't be allowed to. I've been really trying to find a good argument. I may just use the lemming analogy.

Liberty's Edge

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MungBean wrote:

In retrospect, I was pretty forgiving of the player (the character nearly had a single digit of max health) but with a second thought, it was bad 'game etiquette' for the player to roll the same race/class/bloodline/alignment. His reasoning was that he really wanted to get the cool sorcerer powers at level 4.

It's been something that's been brought up in another RPG system before...then the players brought up that they couldn't understand why they wouldn't be allowed to. I've been really trying to find a good argument. I may just use the lemming analogy.

If the player wants to play that character so badly that he is willing to remake it lemming-style, give them the opportunity to get the character revived instead and use it to get a hook into the characters.

Debt is a hell of a slavery mechanism.

For other (more elaborate) ideas:
1) Have the resurrection only sort-of work, requiring some method of constant up-keep or giving the player some distracting tick. (Make sure they can heal it, probably with Remove Curse.)
2) Have the resurrection work perfectly, but have the person who performs it leave a one-use "gotcha" in there (such as hold person) that they can call on as a swift action. Then make it so that the person who did the procedure "happen" to be working with the BBEG, or is the BBEG themselves.
3) Make it be reincarnate (if they're willing to live with it). Rolling that d% is always fun.
4) Use the revival as some other adventure hook. For example, have the character come back with the feeling that he was supposed to remember something, as though he was being told something important that he needed to know when he got back, then have him learn details of it whenever something reminds him of a piece of it. The finished memory can be some kind of "reveal" moment for the campaign.

There are lots of ways you can twist this into something that advances the narrative, rather than just saying "no". Saying "no" leaves a sour taste in peoples' mouths and should only be done when you have no reasonable alternative.

Dark Archive Bella Sara Charter Superscriber

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My rule of thumb is: if it's good enough for the Dukes of Hazzard, it's good enough for my campaign. As long as the new character is a cousin of the dead character, I'm cool.

(as others have said, it sounds like the player really liked the character and still wants to play/continue with that concept. I'd look for some way of accomodating a resurrection of the existing character rather than have the player jump through these hoops. If that's not an option, I'd let the player make the long-lost cousin with nearly identical abilities.)

Liberty's Edge

I've allowed this in my campaign a time or two, but I generally reserve this sort of thing for players who bring in a new character and then die within moments of introducing said PC.

I have a guy in my group who had his new PC petrified within four minutes of me approving his character. The party had no way of fixing him, so I left the PC petrified and told the player he could bring in an exact copy of the last guy since he never really got to play what he wanted and nobody knew the guy long enough for him to matter. I just decided the first guy was some random victim of a trap.

I've got another player who is the type who just really likes to play evoker wizards. He once lost a PC, replaced the first letter of the dude's name with an "R" and then handed me his "new" character, the previous character's twin brother. He'd been playing the first character a little while, but I let it slide because it was funny.

I let another guy say his incoming character was a clone. He played the first character about 20 minutes before being killed by a mimic and the party wasn't really in a spot where new PCs could just show up out of nowhere so I made up some cockamamie story about a long-dead wizard's failed attempt to clone himself with a bunch of kidnapped adventurers. The player's two characters were two out of seven clones that had survived the process, but they were the only two that had survived a disease that caught up with the other five.

I don't encourage it but, basically, if it isn't going to hurt the campaign's story or if it isn't pushing the boundaries of your established level of wackiness, I don't think it's that big an issue. The players should be able to play what they want to play.

You might incur a simple restriction like they've got to change one aspect of the new PC (race, gender, ability score swap, a feat or skill points, etc.,) just to make things a little different but, when you think of all the monsters and NPCs out there with the exact same set of stat blocks, one or two PCs with the same set of stats doesn't sound all that crazy.


The party cleric/oracle (if there is one) could always put up the money for a scroll of Raise dead, but those two permanent negative levels hurt and its another 2k to get those removed, so its definitely with consequences, as it should be.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

If players want to play the same race/class combo I insist they raise the dead character somehow. Otherwise, they need to change two of three following aspects: race/class/alignment.


Since I usually run for people who really aren't used to the whole PF theme and come from more LARPing grounds where death is more easily avoidable unless you go looking for trouble (in PF pretty much anything and everything can kill you) I have found the following three variants preferable for offering PC restoration in place of a 'lemming respawn ala new character'.

1: If you have a PC who eventually can/will gain some form of resurrection spell I typically include a wand/scroll/whatever with said spell, with very limited charges, and allow the PCs access to it early on and bend the rules to allow them to use it. This typically encourages said PC to take the spell later on; usually more for groups that at least have their feet wet a bit with the system and won't entirely burn through the wand in a game or two.

2: If there are no PCs who will never gain the aforementioned spell, are mildly experienced enough to where death isn't common, and are attached to their characters; I often invoke the 'quest' system. Rather than forking over straight up cash for a Cleric-for-higher I usually tie it into a story plot involving the Cleric's faction. A quid-pro-quo scenario.

Doesn't always have to be a Cleric either. It can be altered depending on the story theme and how often you need to keep it fresh. Could be a LE NPC who'll expect the quo before the quid. Or a magical artifact that embeds itself into said PC to do the reviving but now everyone and their dog wants a piece of that PC to get at said relic.

3: My personal favorite, great for rookie groups and those who have learned not to take the game world all that 'seriously'. In 3.5 I invented an Artifact based off the Sphere of Annihilation called the Sphere of Creation. To cut right to the point it is the D&D/PF version of a 'save point'.

In short said Spheres are scattered across the world, usually in taverns or other safe havens (never mid-dungeon or anything like that). In order to use it I charge a percentage of XP based on the level, something small yet reasonably scaling like...50XP/Level Per Use. Using the sphere automatically restores the PC to life in the event of untimely demise.

But it's not a pure crutch to be used every single moment you have a tiny bit of XP to burn. I always attach hidden side effects to these Spheres. For example say a PC spends 1000XP (cumulative over time) at a Sphere of Creation. Upon the spending of that 1000th XP a clone of the PC is created at another sphere somewhere in the world and exists for the pure purpose of killing the original PC to take it's place.

Things like that often tie into a grander story and morality question of the world as more and more negative side effects are uncovered at higher levels. Leading to the question if the Sphere of Creation should eventually be destroyed or not. As I said, not for 'uber serious' groups who bicker about physics behind a bull charge and what not; but a decent way to provide player's a chance to keep their characters if they wish without completely handing them free revives on a stick.

Dark Archive

MungBean wrote:


How would you deal with this and answer the question of "Why not?"

We had our Rogue die at first level and the DM pretty much used one of the modules' NPC's make an early entry and bring him back to life. After that, we had the characters save cash and diamonds so they could get reincarnated or raised by local clerics/druids.

(Lately, we've had an NPC Bard traveling with us who's maxed for healing to keep us alive. Our rogue has just picked up Leadership to turn one of the NPC clerics into his cohort.)

If I were running the game, I'd have local clerics/druids offer to raise or reincarnate a character and if the PC's didn't have the cash, they'd work it off.


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The dead should stay dead.

Dark Archive

I die all the time... due to too colorful builds or just plain Opps. i always bring in a different character. I like to try alot of different builds so it fun to create new ones.

Sometimes you really want to see how a certain build will play out... specially if you really liked your PC. After talking to the player and if that is the case I would work a way to bring the original back.

The words "suspension of disbelief" rarely get used by modern day RPers but i find it hard to do if certain rules are not followed such as bring in a "twin" of the original character.


MungBean wrote:

So I recently had my first PC death, being flanked and luck of the dice managed to do him in. Since the other PCs were so close to getting to leveling to level 4, I allowed him to reroll nearing 4 but minus 1,000XP. Basically the same character was rolled, same stats, same class, same bloodline, same alignment and the same personality. Only HP, which had to be rolled, was different.

Is there something against doing this? I don't want to start a trend where all players treat their PCs are merely disposable lemmings...

How would you deal with this and answer the question of "Why not?"

You allowed him to reroll but instead he raised his character from the dead. That's what happened. I think you should have raised his character instead, with a debt to the church or closest druid circle. There is nothing in the game rules that prevent it. You are expected to put a stop to it if you are the GM and find it to be bad for the game.

Putting players on different experience levels sucks in this game, because it's just a straight up "you are worse" tag. If he can't take his character dying, for whatever reason, let him come back and put the penalty in the form of loot (he has a debt to repay) instead of experience points.

You have an opportunity now to correct the mistake and have a talk with your players on how they want to handle character death. Maybe their gut reaction is that they want their characters to come back. Explain to them what that means in terms of ruining the suspense in your story.

Just make sure you are not killing players that don't want to be killed or letting players break their toys because they don't realize the consequences of running things a certain way.


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I've been trying to come up with the best way to deal with this myself, whether it be character death, or players ending up not liking their character, or new books coming out mid campaign that makes people want to change their character.

My old policy was that new characters always came in one level lower than the lowest member of the party. But over time, I felt like I was just punishing players if they wanted to try something heroic and died in the attempt. I don't want to discourage players from taking risks, not to be confused with players doing something stupid.

I can also sympathize with the player that wants to play/remake the same character, especially if they die in the first 5 levels or so. Should a player really have to wait until the next campaign they play in to get to try out the character they wanted? A typical campaign of mine runs about 13~16 months.

So lately i've been having people come back at the same level/experience as the lowest person in the party, or the same if they were already that person.

They don't get to keep any magic items. I agree with the give to charity/buried with view on that.

I still want there to be some penalty for death so players worry about it, or so that they aren't remaking characters at the slightest disappointment.. I've been toying with the idea that you have to give up a magic item slot on your new character. Basically you don;t gain any benefits from wearing that type of item.


Death must be present in the game - otherwise you're taking away all pretence of danger. Players should put their characters in harm's way knowing that if they mess up, they die. It'll make succeeding really mean something. I also wouldn't allow the player to use essentially the same character with a -1000 xp penalty - I'd probably make them roll up another character a level lower or with a more significant xp penalty.


Kakitamike wrote:
...My old policy was that new characters always came in one level lower than the lowest member of the party...

We used to do just like that. Problem was after a death, you are now more likely to die. We ended up with a 4 level spread between the highest level character and the lowest (unfortunately me), 15 to 11. With no way to catch up. Basically all I was doing was following the higher level guys around trying to stay alive and occasionally managing to contribute a little bit.

For my level I was actually very powerful because I was ahead on WBL since we still shared fairly evenly. But within the group I was way subpar. Wasn't very fun at all toward the end.

On the other hand, now that we got rid of that, no one is very worried about death at all. It is no big deal.

I don't really like either and don't have a solution.


Perhaps the answer is to have the player roll up a character that is only ever one level behind the rest of the party.

Liberty's Edge

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My solution to the "weaker character" problem is to simply ignore the idea of death penalties: The penalty will be that you do not have the ability to play your character until you are revived, and you have to pay some gold. Depending on how much gold the party has, you may have to deal with a couple neg levels, but those will be healed eventually. I even keep that character's exp up to match the rest of the party while they're dead.

If you start making them lose levels, then the urge to make a clone of your existing character and kill the old one gets stronger, and justifiably so: You want to be on par with everyone else, not behind them. This is part of why reviving gives neg levels instead of real level loss now.

Dark Archive Bella Sara Charter Superscriber

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I can't say that the integrity of death at my table would outweigh one of my players being so unhappy about a character death. All of the solutions that require the player to create a character of a different race/class/alignment/etc. serve to reinforce the painfulness of character death. I haven't had this situation arise at my table, but I have seen carefully constructed, well-loved PCs bite it within 1-3 game sessions of a new campaign (often to a random encounter). The new PCs that replace them are never so well crafted and often have a difficult time fitting into the ongoing plot(s). On top of that, the player usually loses enthusiasm for the game.

At the end of the day, it's your table and your players, but I'd recommend taking a step back and asking whether death needs to be such a severe penalty or if something can't be done to accommodate what the player is seeking while not disrupting the verisimilitude of the game.

Liberty's Edge

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Sebastian wrote:

I can't say that the integrity of death at my table would outweigh one of my players being so unhappy about a character death. All of the solutions that require the player to create a character of a different race/class/alignment/etc. serve to reinforce the painfulness of character death. I haven't had this situation arise at my table, but I have seen carefully constructed, well-loved PCs bite it within 1-3 game sessions of a new campaign (often to a random encounter). The new PCs that replace them are never so well crafted and often have a difficult time fitting into the ongoing plot(s). On top of that, the player usually loses enthusiasm for the game.

At the end of the day, it's your table and your players, but I'd recommend taking a step back and asking whether death needs to be such a severe penalty or if something can't be done to accommodate what the player is seeking while not disrupting the verisimilitude of the game.

To help avoid this very situation, I give every player exactly one "deus ex machina" card for each campaign. They can play this to prevent a death that by all rights should've happened. If they do so, they miraculously stabilized 1 HP from death and/or had someone or something save their behind. In some cases, they might be the one to save themselves (their "last hurrah" attack takes the last bad-guy out and they stabilize at 1HP from death). It's important to get creative in response to these being played to help keep the atmosphere, rather than just saying "rocks fall, bad guys die."

This happened in my current campaign (I'm actually a player in this one, but the DM inherited this rule from me) when two characters were knocked out by zombies that we weren't prepared to handle. The other two would have escaped, but an NPC ally of ours (who did have good reason to be in the area) showed up and saved the knocked out characters. The two who were knocked out both had to give up their deus ex machina cards.

This card often gets played some time in the first couple of levels, but is rarely needed after that (by which point they can get revived instead).


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Crimson Sword wrote:
It's been something that's been brought up in another RPG system before...then the players brought up that they couldn't understand why they wouldn't be allowed to. I've been really trying to find a good argument. I may just use the lemming analogy.

It's not a video game. It's supposed to be about roleplaying a personality and a character that it happens can do fantastical things. Not about playing stats and powers which is what your players are telling you with that attitude.

My players have NEVER tried to do anything like that and if they did I would tell them NO.


-Anvil- wrote:
Crimson Sword wrote:
It's been something that's been brought up in another RPG system before...then the players brought up that they couldn't understand why they wouldn't be allowed to. I've been really trying to find a good argument. I may just use the lemming analogy.

It's not a video game. It's supposed to be about roleplaying a personality and a character that it happens can do fantastical things. Not about playing stats and powers which is what your players are telling you with that attitude.

My players have NEVER tried to do anything like that and if they did I would tell them NO.

It's supposed to be about whatever makes it the most fun for everyone. You like roleplaying fine. They might not. Just because you don't like the way they play doesn't make the way they play wrong


Thomas Long 175 wrote:
-Anvil- wrote:
Crimson Sword wrote:
It's been something that's been brought up in another RPG system before...then the players brought up that they couldn't understand why they wouldn't be allowed to. I've been really trying to find a good argument. I may just use the lemming analogy.

It's not a video game. It's supposed to be about roleplaying a personality and a character that it happens can do fantastical things. Not about playing stats and powers which is what your players are telling you with that attitude.

My players have NEVER tried to do anything like that and if they did I would tell them NO.

It's supposed to be about whatever makes it the most fun for everyone. You like roleplaying fine. They might not. Just because you don't like the way they play doesn't make the way they play wrong

I never said it was flat out Wrong although I do take a severe stance on it. I just gave my opinion. And in my opinion making the same character every time you die is doing nothing but hindering yourself from experiencing the vast breadth of awesomeness that Pathfinder has to offer.


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-Anvil- wrote:
I never said it was flat out Wrong although I do take a severe stance on it. I just gave my opinion. And in my opinion making the same character every time you die is doing nothing but hindering yourself from experiencing the vast breadth of awesomeness that Pathfinder has to offer.

Fair enough though I have to argue half the awesomeness is getting to play those epic characters you build and not until the dice decide you die.


-Anvil- wrote:

It's not a video game. It's supposed to be about roleplaying a personality and a character that it happens can do fantastical things. Not about playing stats and powers which is what your players are telling you with that attitude.

My players have NEVER tried to do anything like that and if they did I would tell them NO.

You know...that's actually the mindset I was hoping to get them out of. At the moment for them, it's far more about cool powers than personality...


Our rule is that if you die you come in a full level lower than the lowest level character in the party.

I also agree with the video game vs personality. I try to avoid the cool powers mindset, but its hard to do sometimes.


If its a cool powers problem its solvable by asking the player what they want their character to do rather than what abilities they want.

With all the options in pathfinder you should be able to suggest to your player an alternate build for the character he wants to play. In short get a concept and build around it insted of tagging a concept onto a sheet.


I recall a guideline from 3.5 where a PC who died a particularly herioc death should be allowed to re-roll 2 levels lower than the rest of the party, but that was just a guideline and this is pathfinder. Alternatively, tell one of your PCs to grab craft wondrous item and craft a Salve of the Second Chance. Or simply buy it from some merchant who has magic items worth at least 1.6k gold. It keeps you the same class, but you get to experience it from the eyes of a different race (albeit with two negative levels).

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Crimson Sword wrote:

So I recently had my first PC death, being flanked and luck of the dice managed to do him in. Since the other PCs were so close to getting to leveling to level 4, I allowed him to reroll nearing 4 but minus 1,000XP. Basically the same character was rolled, same stats, same class, same bloodline, same alignment and the same personality. Only HP, which had to be rolled, was different.

Is there something against doing this? I don't want to start a trend where all players treat their PCs are merely disposable lemmings...

How would you deal with this and answer the question of "Why not?"

There's absolutely nothing against doing what you did. There's also nothing against taking the PC's character sheet, xeroxing it and writing a new name on it as well. And I'll say it again... there's nothing against practically anything you can do as a GM, save dealing with the displeasure of your players. Try to get this straight, you're a Gamemaster, not a waiter, or a server, or a mere adjudicator of the rules. When you run, the table, the game, the campaign IS YOURS.

That's really up to your players as much as it is to you. The key thing to prevent that attitude or in other words to give more value to the character is to give players hooks that invest their characters in the world... contacts, mentors, NPC friends,allies, perhaps even family.

The flipside of that of course is when PC's die for good, you've got that much more of a loss to deal with.


Crimson Sword wrote:
You know...that's actually the mindset I was hoping to get them out of. At the moment for them, it's far more about cool powers than personality...

One of the things you can do(and I do this before every game) to promote character growth and personality, is to email a question to your players the week before game. The question should be something that makes them think in character. Then you reward the players that respond to your question with some extra XP.

For example some qood questions to ask:
"If your character wasn't adventuring what would he probably be doing?"
"What does your character think of the opposite sex? Do they have a family, significant other or does adventuring take precedence?"
"What do you think your strongest personality traits are?"
"Who in the party do you trust or respect the most. Who do you trust or respect the least?"

The answers don't have to be really long but there needs to be a reward for your players for taking the time to answer.

And slowly they will start to think more 'in character' and more about their motivations and personalities.

Hope that helps.


-Anvil- wrote:

...

One of the things you can do(and I do this before every game) to promote character growth and personality, is to email a question to your players the week before game. The question should be something that makes them think in character. Then you reward the players that respond to your question with some extra XP.

For example some qood questions to ask:
"If your character wasn't adventuring what would he probably be doing?"
"What does your character think of the opposite sex? Do they have a family, significant other or does adventuring take precedence?"
"What do you think your strongest personality traits are?"
"Who in the party do you trust or respect the most. Who do you trust or respect the least?"

The answers don't have to be really long but there needs to be a reward for your players for taking the time to answer.

And slowly they will start to think more 'in character' and more about their motivations and personalities.

Hope that helps.

I like that idea. I will try to use next campaign I run. Thanks.


Crimson Sword wrote:

So I recently had my first PC death, being flanked and luck of the dice managed to do him in. Since the other PCs were so close to getting to leveling to level 4, I allowed him to reroll nearing 4 but minus 1,000XP. Basically the same character was rolled, same stats, same class, same bloodline, same alignment and the same personality. Only HP, which had to be rolled, was different.

Is there something against doing this? I don't want to start a trend where all players treat their PCs are merely disposable lemmings...

I'm thankful that my players are all mature, very experienced players who really value role-playing over combat and cool powers. All of the characters in my game built their characters around a concept, and most players chose less-than-optimized feat and class ability selections to reflect the concept. None of my players would even think of Xeroxing the character sheet and only changing the name, and I'm very glad of that.

I think that character death needs to be a real possibility in order to maintain a sense of drama in an RPG. Even in situations when bringing back the dead is possible, there needs to be some sense of loss.

I also think that it's important to set expectations of what happens in the event of PC death before the campaign starts. I have a "home rules" document that I handed out before character generation that explained that. I actually make bringing back the dead a little more difficult than in the core rules.

Here's an excerpt from my home rules document, in case anyone's interested...

Character Death

A) Bringing Back the Dead

In this world, death for almost everyone really is the end. While there are rare and powerful individuals who have access to magic that can in some circumstances bring the dead back from the Great Beyond, there are relatively few individuals who have such power. The most common spells used to revive the dead are breath of life and reincarnate.

1) raise dead is a sixth-level spell. There are few divine casters in the world capable of casting sixth-level magic outside of major cities, and getting an audience with such people can be difficult.
2) breath of life can revive someone who is in negative hit points below their CON scores for up to three rounds following death. After a character is in negative hit points below negative CON, he loses 5 hp per round, so a caster with breath of life needs to act quickly and roll high.
3) Pact of the Damned: A new 6th-level arcane spell that allows a caster to bring back the dead for a year and a day in exchange for the raised character's soul. (See New Spells section for details.)
4) reincarnate, resurrection, true resurrection, wish, and miracle are unchanged. Note that casters of 7th, 8th, and 9th-level spells are even more rare than casters of 6th-level spells.

B) Replacement PCs

In general, a player can bring in a new character after the death of his or her PC. The new PC needs to be appropriate to the plot and location of the current storyline. The new PC will be one level lower than the current APL of the party, at a minimum number of XPs for that level.

Note that there may be points in the story that would be inappropriate to bring in a new PC fully of the player's design. In these situations, the GM and player will work together to craft an appropriate PC or adapt an existing available NPC into the new PC.


Crimson Sword wrote:
-Anvil- wrote:

It's not a video game. It's supposed to be about roleplaying a personality and a character that it happens can do fantastical things. Not about playing stats and powers which is what your players are telling you with that attitude.

My players have NEVER tried to do anything like that and if they did I would tell them NO.

You know...that's actually the mindset I was hoping to get them out of. At the moment for them, it's far more about cool powers than personality...

Emphasis in the quote mine. And as their GM you need to recognize that.

A GM's job is not to push players toward any abstract idea of what they think "proper" playing is. That is, in my opinion, one of the worst things a GM can do. The absolute most important job of the GM, without fail, is to make the game fun for yourself and for the players at the table.

I'm guessing your group hasn't been playing long. Wanting the cool powers, and crunching numbers, and playing the mechanical parts of your character generally come first. Role-playing and worrying about character motivations generally come later on in one's PF career. So for now, don't sweat it much.

If someone really liked their character and wants to play something similar, it's not the GM's job to tell him he's not "playing the game right". It's his job to make sure the player has fun. If something in the campaign world prevents this, then maybe something's wrong with the world. For the player, the world doesn't exist until he encounters it. If he has to encounter it with a character he doesn't like, he won't be engaged because he's unhappy with his character - which means you, the GM, have failed him in some regard.

Make the game fun for yourself and others. If your opinions on what the game should be get in the way of that, you either need to set your opinions aside, or let someone else run the game.


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TheRedArmy wrote:


This.

The only point of disagreement for me is that I think the number crunching and the cool powers and the mechanics are half the fun I enjoy the process of setting up a character but I also enjoy the roleplaying and making a person out of him too.

Then again if my character dies permanently well that's a whole lot of effort that I feel was completely wasted particularly because I plan out all 20 levels even if we won't get that far into the game because it helps me decide who I want my character to be. Hell I'm currently debating where and when each of my ability point boosts are going even though I'm not even level 4 yet much less level 12.

The fact of the matter is that if that happens often or early well I'm not really going to enjoy myself and if I'm not having fun I may as well go home and watch more cruddy godawful tv.

Also something I saw on another of these DMing threads that I feel ought to be stated, "It isn't a DM's job to say no, the best DMs are the ones who find a way to say yes." If the player comes in and wishes he had the same character you don't just say, "Too bad rawrg DM hammer I'm the lord of the table!"

You talk it over with the guy you ask him if he'd be okay with playing an imposter of his character and slowly let his true persona leak out over time or something or hell you have his Deity reach down from on high and pull a Gandalf "Young one you deserve rest but sadly your task is not yet finished. I can take you back to the lands of the living but you will suffer terribly before it is finished." Then you drop him back in the middle of the party and you stick him with a Geas that leads into a fresh new quest arc.


The problem with all the change class/alignment/ability ideas is that you get players like one I know who killed his character deliberately 3 times in the same campaign because he kept changing his mind on what he wanted to play.

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