This suggestion is prompted by Luke's question in the DM Q&A Forum.
The Suggestion: I would like to see experience debt replace experience loss. This would work by linking the debt to the character token which every character possesses. When you die and respawn (or are raised / resurrected), instead of "losing" experience it is transferred into a "debt pool". Additional penalties will be explained below. The pool will grow each time you die, and in order to advance and/or eliminate penalties you must eliminate the experience debt.
When you go out to gain experience, instead of the XP being added to your character sheet, it is subtracted from the debt pool until it is zero. After it is eliminated all penalties disappear and you advance normally until you die again.
To explain, let us say you are 4th level and have 6,000 Experience Points. Under the current system, if you were to die you'd lose 1,800 XP and your level. Under the new system instead of losing 1,800 XP it would be added to a debt pool linked to your character token. If you were to die again immediately after respawning, another 1,800 XP would be added to your debt pool bringing your debt to 3,600 Experience Debt. In order to advance to 5th level, you must first avoid dying and work off the 3,600 Experience Debt, after which you would be able to earn experience normally.
In essence, this system is preventing level loss while both maintaining and increasing the penalty for death. A single death results in the same amount of XP "debt", but each cumulative death - while you are still in "debt" increases the penalty for death.
Finally, there needs to be additional penalties that make sense other than just an experience debt. I propose the following:
Each time you die you receive -1 to Constitution and -1 to all Saves, which would be cumulative. There would be two ways to remove this penalty. First is to receive a raise or be resurrected, if you select this method of coming back then you do not receive the penalty (although you receive the experience debt as per normal). Second, the penalty fades with time (you can think of this as "recovery") which lasts for 1d48 hours - which is the amount of time you must be online "recovering". Such counters already exist for the jail. Finally, the penalty is completely removed once the Experience Debt is removed. One of these conditions must be met in order to have the penalty removed.
If at any time a character reaches zero Constitution, then he or she may only be brought back via a Raise Dead or Resurrection spell.
The thinking behind the suggestion: I have a problem with the way the penalties for death is handled in D&D. I feel that it goes against common sense and role-play. However, at the same time I also feel that the penalty for death on EfU is not strong enough. I feel that there needs to be a better way and a method to reconcile these two things, and to that end I have put forward the above suggestion.
First, I do not believe death should be a punishment. We are playing a game and games should be fun. Dying in EfU is not fun. Ever. I am not talking about PvP deaths here; I am talking about quest related deaths. There is so much that EfU has to offer, and there is so much work put into it by DMs and yet not even half of what is out there is seen or explored by players. Why? Death.
In my eyes, dying should be a consequence or a penalty. Not a punishment. When you die during a quest, in most cases it is not even considered a real death because you can respawn. It is the equivalent of a near-death experience. You see the bright light at the end of the tunnel, and you hear the voice of the Priest of Kelemvor telling you to go back. Then your soul is sucked back into its body.
Yet, some how... unexplainably... you lose knowledge. Thirty seconds before, your slaving character had just achieved 6th level. He had just taken the Exotic Weapon feat, allowing him to use a whip on his slaves. He was doing just that, forcing them to fight a group of Gnolls, when one came up behind him and got a lucky critical hit. Now, suddenly, somehow, despite having learned how to use exotic weapons and previously wielding a whip, that is no longer possible.
Thirty seconds ago, your 5th level wizard was hurling fireballs. You were teaching those damn kobold archers a lesson, when one of them got lucky, turned his crossbow on you, and got a critical hit. You died. Now, somehow - magically - the Fireball Spell is gone from your spellbook.
These things cannot be explained away without tortured logic, and in general detracts from a character and the role-playing experience because frankly - they do not make sense. This happens all the time, everyday. It is glossed over and swept under the rug, and so everyone moves forward as if nothing happened, because no one has any idea how to properly play out such a scenario without devolving into ridiculousness.
This is on top of the OOC arguments that can potentially arise, the OOC frustrations that manifest in people, and the awkwardness you have to sometimes deal with in tells when someone who is upset over a death is undecided over whether or not it is worth respawning or simply having their character die.
Gods forbid if there is DM Spice. I love spice on my quests, and some of the most memorable moments I have had on EfU evolved around DM spice. Yet, at the same time, nothing can ruin my playing session faster than being grouped with someone who resorts to OOC bitching during a DM spiced quest, especially if it is at the DM. If I am grouped with such a person, I would rather not have any spice at all.
Have you looked around the server and seen all the potentially awesome scripted quests? Good luck in finding a group to go with you on them. Most people do not want to risk dying.
Some may say that this is a good thing. I do not see it that way. Fundamentally, I believe everyone should have fun and death is not fun because it is a punishment.
The system I proposed should ensure that death is even harsher than before, but instead of a punishment it becomes a consequence of your actions, a penalty. The sting and negativity is removed with the level loss, thus negating the feeling that all of your hard work has been wasted as a result of an unlucky roll of the dice, a miss click or a stupid mistake.
Now these are the benefits and disadvantages in my eyes.
Benefits: The primary benefit in my eyes is less OOC problems as a result of death. People will not take it as badly, though it will remain a significant setback for their character.
However, perhaps the most important, the penalties for death make sense. XP is completely an OOC concept, but the penalties to Constitution and Saves make sense as they reflect the injuries a character has sustained as a result of a near death experience. They can actually be role-played out. You can actually role-play a character recovering from a near-death experience and have your character sheet reflect that experience.
On top of that, it will be easier to coax players out to do the harder quests – the ones that everyone knows will result in at least one, if not multiple character deaths. Certain players will also become less agitated if they see DM Spice, and less likely to view it as punishment. They might even have (gasp) fun.
Finally, the system while harsher than before, also manages to accommodate new players. While it keeps the penalty in death (even increasing it) by removing the level loss it manages to appear (even though it is not) as less severe.
Disadvantages: There could be fewer lower levels running around, because there will no longer be a tide of unlucky higher level characters who have died trying to level back up.
There would be more people willing to take risks. This may not be a disadvantage depending on your point of view, but it is something that I believe is situational.
The appearance and horrible experience of dying will be lessened. Some people actually enjoy this, but I feel that the majority do not enjoy it.
I hope that this will at the very least ignite an interesting debate and discussion on a way to improve the server. I know this is a controversial topic, but I hope everyone will at least take the time to consider the suggestion.