It's a possibility that looms over every game:
what if the players die? No matter what kind of game you're playing, there's a
chance that the players will die. But how do you get there? And then what
happens? Those questions can decide how a player feels about their entire
experience as that character, so we need good answers for them.
In short, I say don't let characters die unless
it's deserved. That can mean different things, and I'll get into them in a
moment. But for now, I want to repeat this: if someone has carefully made a
character and made reasonable decisions, they shouldn't die. If you're playing
a brutal variant of the game where character deaths are common, that's one
thing; but for a full campaign, player characters should survive until they
shouldn't.
Let's dig into the details. The conditions under
which we let a character die are all related to the idea of being deserved. One
element of that is in making reasonable choices. If a character does something
truly stupid, and it puts their life in danger, that is an acceptable death.
Let's consider an example. A character is warned repeatedly to not enter the
cage with the displacer beast in it. They enter the cage unarmed and with low
health "to pet it." The displacer beast is of course going to attack
the character. If that character is brought to death conditions—negative 10 hit points in
D&D—then I wouldn't do much in the way of intervening. That player was
deliberately reckless with their character, and so we let the conditions kill
them. Note here that I'm not talking about "punishing" the character
for being stupid by creating dangerous conditions. I'm not
fudging all of the displacer beast's damage rolls for the higher. I'm
only allowing existing dangerous conditions to do what they
do.
But that's a rare
instance when players actually care about their characters. More often, you
encounter a scenario where something unfortunate happened to the characters.
Perhaps they were taken off-guard, or they just got bad dice rolls; what
matters now is that the character is dying. Now we have to ask a difficult
question: does the campaign improve (including the experience of the player
with the dying character) if the character dies? This might mean, "Is this
death dramatic and narratively satisfying?" or something more like
"Does this wrap up loose ends and allow the player a new route?" It's
context-specific, and you'll need to use your best judgment to decide whether a
character death actually works. Remember that we are trying to avoid having
players feel like they're not in control of their characters. We're trying to avoid
taking a character away from a player before they're ready for it. There's
always a way to save them (more on that below). But if the conditions are
right, a player character death can be very meaningful.
By way of example, the
Eastweald campaign ended with Carric turning to join the evil Vecna
against his former party members; when Gerald and Ell defeated Carric, it was a
satisfying dramatic moment. The conditions for this character death were
perfect. Firstly, it was good timing. This was our last session in the
campaign, and the players knew it. This moment had big finale energy, and it
made Carric's player willing to make a move like switching teams. There was to
be no missing out in future sessions. Keep this in mind—deaths in finale sessions
are more open game than earlier in campaigns.
Secondly, Carric's
death was earned. He had chosen to turn against his allies in a fight to the
death. Speaking logically, either he would die, or they would. Since he pitted
himself against the rest of the party, there was no avoiding dying. So when Ell
and Gerald began to win the battle, I felt no need to intervene with DM
assistance. I would like to say more broadly that it's a bad idea to mess with
the outcomes of player versus player conflicts, though. For fairness sake, and
for the sake of making everyone feel empowered, allow those fights to unfold by
the numbers.
And thirdly, this
was a dramatic death. I had no idea going into that last session that Carric
would turn to Vecna. Carric's player had given me indication that Carric was
being corrupted, but I had no idea how that would unfold. I have to tell you,
reader: the look on the other players' faces were incredible. I'm sure mine was
too. Carric was part Paladin, after all! We reacted in a big way because it was
a big action. And with a turn like that, there were only two things that could
happen: Vecna and Carric win, leaving them to negotiate in the wreckage, or Ell
and Gerald win like they did. The dice favored Ell and Gerald, and seeing
Carric perish as a resolution to his turn was very satisfying—it may even have
been the only satisfying way to end the campaign at that point.
So now let's
address the tools of hastening or preventing deaths, now that you know what you
want to do. The first route, and the easiest to use, is fudging rolls. I've
handled this
topic in detail before; here’s the quick and easy guide. First off, in
battles where you suspect that there’s a real chance of a player character
getting close to dying, start rolling privately. Unless you have a policy of
showing every roll for fairness’ sake, hide your rolls in combat. I would argue
that hiding your rolls constantly is best. This is especially a good idea if
your players will notice when you are and aren’t hiding your rolls.
Write down the Armor
Class or similar information for all of the player characters. Saying, “What’s
your Armor Class? Oh, it’s that minus one. They miss,” is not satisfying. Conversely,
don’t let them get a bead on enemy armor classes if you can. I give identical
enemies slightly different armor classes to keep them on their toes. And give
them more information than they need when it comes to rolls. It distracts from
whether or not the number is real. I’m talking about information about the
attacks by way of description—specifically where attacks hit
or how they miss. There’s a big difference between the above example of an
unsatisfying description in combat and the following: “Wow, they rolled a
sixteen; just missed you, Horace. Their axe head swipes through the air, but
you lean out of the way, and you can feel it touch the whiskers on your chin.”
A player who hears this is probably not thinking about what the DM actually
rolled.
My favorite tool for
fudging is a simple question to ask players with low health. If a character with
low health gets hit, you should already have decided that they either are fair
game for a death or you’re deliberately getting them close to death for a
dramatic fight (but without killing them). If you want that player to stay on
the verge of death, roll the damage against that player (hidden, of course) and
then look at the dice. Then, ask them, “How many hitpoints do you have left?”
Leave them with between one and three hitpoints. It’s very dramatic, and it
works pretty much every time. You can of course strengthen this gambit by
knowing how many hitpoint they had and skipping the question, but it’s
difficult to always know that information. You can occasionally gather that
information (and keep it recorded along with the Armor Classes) by asking for
hitpoint checks every few rounds—this is a pretty innocuous question that won’t
seem like a fudging tool to most players.
But then, maybe you’ve gone the other direction: you’ve decided to kill a character. As mentioned above, this isn’t a problem necessarily if it’s the end of the campaign. But if your campaign is ongoing, you've got a characterless player on your hands. There are two main solutions to the problem, and solving it means inspecting your gaming situation closely. You might want to seek a way to resurrect the dead character, or you may decide to go the route of creating a new character.
Let's talk about resurrection. When I was first learning to play D&D as a teenager, I played an elven monk named Algar. Algar suffered a bit in combat; his 3.5 build meant his elven frame was less hardy (low constitution score), and being a monk means being in the thick of battles. He survived for a long time due to careful battle tactics, but then he went up against a vampire in a room by himself. Algar rolled very poorly, missing every strike in two consecutive Flurries of Blows. The vampire slashed him up viciously. At that point, a party member entered the room, summoned a massive fire ball, and walked out. The vampire was badly wounded; Algar was dead.
I was pretty crushed. Algar was my first character. My DM could see that I didn't want anything except to have him back. When the party finished the dungeon, he set them on a path to a high cleric who could resurrect Algar. And though the party complained about the time and money wasted, they resurrected Algar, and he went on to live out a peaceful life tending to a monastery garden deep in the forest. It was more satisfying than Algar dying—he had been a bit reckless in fighting the vampire alone, but that had come from being abandoned by his allies. My DM saw that Algar didn't really deserve death, so he push the party (which included his daughter) to resurrect him.
You can go the same route my DM did: have them seek out a powerful spellcaster who can bring back the character. Maybe they're at a beautiful temple; maybe they live alone in the middle of nowhere, surrounded by animals; maybe they run a healing and resurrection shop in a major city. The choice is up to you, and you should pick whatever best suits your world and your story. There's also the matter of payment. You might decide on a large sum of cash; you might have them pursue a magical item; you might make them complete a quest in payment. Again, it's about what suits your world and your story.
Once you've decided on who's doing the resurrection and for what, it's time to decide the conditions of the resurrection. The official spells in various versions of D&D specify different types of resurrection. Let's look at the 5e versions up close.
- Revivify: This spell only works on creatures that have died in the last minute, but it's lower level than other resurrection spells. Storywise, we can use this as the idea that resurrection costs more the longer it's been since death.
- Raise Dead: This spell only works on creatures dead for less than ten days, but it takes a full hour to cast. Storywise, we can use the idea that a more powerful spell extends its usefulness, but also expands how long the process takes. This might not be an issue sometimes, but it couldn't be used in the middle of a battle. There is also an extended sickness which lowers skills, which we can interpret as the body struggling to return to its former self.
- Reincarnate: This spell also allows for creatures dead up to ten days, and it also takes an hour. One significant side effect is that the character is randomly reassigned a race, which changes the game no matter your approach to it.
- Resurrection: This spell extends the time limit to one hundred years, and it also takes an hour. As with Raise Dead, there is a significant penalty over time to rolls following the reincarnation. This spell also specifies that body parts can be regrown and diseases and poisons can be cured, adding the story detail that higher level magic actually makes the body healthier too.
- True Resurrection: This spell again extends the time limit, this time to two hundred years, and it still takes one hour. The spell can do everything that Resurrection does, but without the penalties after being resurrected. It also lifts curses and doesn't require a physical body. Storywise, this shows us that the most powerful healing transcends physical nature.
- Wish: Because Wish can duplicate any other spell, you could use it to cast any of these spells.
There are things to consider when rolling this new character—how will they relate to the party? What reason does the party have to take on this new character? How will the new party balance affect the story/combat/social dynamics? When you answer these questions, you're going to be affecting the path of the campaign, so be especially mindful. But also don't dismay—sometimes the changes that follow a new character can be for the better.
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