Over the course of role-playing game history, there have been many
different methods to decide when a character dies. However, taking
D&D as an example, typically there is only one system. For anyone
who has been reading my earlier posts, I tend to think that the rules
should fit the game that the Dungeon Master is trying to create. For
this reason, I'll go over a few different ways to handle death (this is mainly meant for newer players that didn't experience other editions and their death rules). I
will avoid talking about ways you can eliminate death complete since
I will be handling that in a different post. It will be mainly focused on D&D.
Dead is Dead
There is always the classic old D&D of less than 0 hit points
being dead. It's simple, but it may result in a lot of character
creation. From what I've seen, this has become less popular
over time. It does a very good job of creating tension for death. There's not much else to say.
More Deadly
The current D&D 5th edition system is fine, but as you
get to high levels the odds of having an instant death become less
and less. This is because as your total health increases, the amount
of damage you need to take past 0 to instantly die increases. If you
don't like that, you can easily scale it in a different way. Care
needs to be taken to avoid making lower levels deadlier if not
intended. I generally find the best way is to either use the original
rules (this means players don't instantly die at higher levels unless
they suffer extremely large such as a fall or the breathe weapon of a
powerful dragon).
Less Deadly
If the deadliness of low level play isn't your thing, it's easy to
house rule to be a little more forgiving. Just ignore the instant
death rule and roll saves. I prefer to use the standard method
located in the rules but hey, this works just fine too.
Factors
The overall level of the party will make a difference. A higher level
party that has access to spells that revive the dead may be perfectly
fine with more deadly rules from the onset, though they may needed
added magic items to revive the cleric if something happens. The
rules for death need to be taken into account along with the intended
mood as well as the other parts of the game. Stricter death rules
combined with more magic items for the party make for a completely
different experience (in an undead setting where the dead and dying
are almost instantly corrupted to unlife, this may help build the
tension and fear).
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