Eah, just kill them all, let the rules sort them out.
I usually make it relatively tough on my players. Resurrection is more difficult to come by in my games. When a player does die by pure bad luck, they tend to meet a druid who is willing to reincarnate them for nearly nothing. Then, on my special reincarnate table they happen to get a strange level adjustment race.
Yes, I know, this is still a pain to some extent. It is just far funner for me to see the elf suddenly turn into a Kenku, the dwarf turn into an Urd, or the human turn into a poison dusk lizardfolk. It hurts the player less because the level lost in class is made up by a monsterous level. It can also make things very interesting after that.
Eah, just kill them all, let the rules sort them out.
In campaigns I run, it is pretty by the book on the dying, losing a level thing.
Though I would be open to the Neg Exp, where it has to be paid back first before you can level again. Essentially losing the equilivent of half down into the lower level, and then have to regain to the original starting point before you can gain a level, or even do item creation. But you would remain your current level until then.
Now dying rules, I did add in that your Con Modifier can affect your -10 equal dead rule. An 18 Con can go to -14, while a 8 or a 9 Con can only go to -9. Though I did see an increase in Bear Endurance usage in battle preps.
Oh, that Con alternate is a pretty good idea. Think I'll use it.
It is definitely inspired directly from the MMPOG style of death system. DAoC, CoH, EQII, WoW, I think they all use something similar to this instead of allowing a character to de-level, and the reason is because the designers recognize that from a player perspective, loosing a level is very painful. I agree that it shouldn't be trivial, but in D&D at higher levels it already is. All it becomes is a big money sink when the party will no longer except level loss and gets the party cleric to cast True Resurrection every time.
If a character loses 5,000 experience points, all that system does is count the next 5,000 points earned as double value.
A temporary setback.
I think I originally read about this over on EnWorld. So the idea isn't my own. I know my when I DM my players seemed to like it, it also tends to make players react quite differently when someone goes down that isn't know for being a High Con type. Before using the rule, they could count rounds off as they dropped down. Now a method of triage occurs almost immediately.
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