by Jafazo » October 15th, 2014, 2:30 am
As an experienced GM my mouth practically watered at the chance to tackle this issue. Before I do, kudos to GimmeYerGold for supporting your suggestion with evidence of an already provided, in-game solution. I smiled proudly when I saw that. Kudos to chaoticprime for that CREATIVE solution. I loved the idea of replacing slain monsters with undead monsters and even slain Heroes with undead!
Based off the games solution, we're being told to basically, do it yourself, so there's no concrete method for handling a total party wipe. It's safe to say though that if players wiped out while fully geared, they're going to be at a huge disadvantage if they go back in butt naked. I do feel that we will have to return some of the power back to Heros so the real questions becomes, "How much power do we return?" and to this I say, "As little as possible."
Players begin play with a good assortment of attack dice. The barbarian has 3, elf and dwarf have 2 and the Wizard, well... who cares about the Wizards attack dice? Weapons improve attack dice permanently, I'd rather improve their attack strengths temporarily and we can do this by being more lenient with the Potion of Strength and the Potion of Defense. Those two items could make more frequent appearances within the Treasure Cards if possible or we could let the players begin play with a few of those. I'd let he Wizard begin play with some Potions of Healing. I'd throw in a special room guarded by 4 undead Heroes (inspired by chaoticprime) that has an armory with some armor to improve their combat dice. I might also include important artifacts within that room but nothing the Heroes don't absolutely NEED.
I'd definitely require that players repeat the quest and regain some of their lost power. If the quest is just too hard, I'd produce an easier quest intended to help restore some of their power before they repeated the harder Quest that killed them.
I'd have them begin play with the following in their inventory...
Barbarian... Potion of Strength x4, Potion of Defense x4
Elf & Dwarf... Potion of Strength x2, Potion of Defense x2
Wizard... Potion of Healing x2
500 gold to be divided between Heroes and spent as they see fit. (125 each)
I'd include 2 items on the armory based on what the Heroes have with the following ideas in mind...
Try and get their Attack Dice to 3 each excluding the Wizard, with Broadswords.
Try to get their Defend Dice to 3 each
On the armory, place 500 gold worth of weapons and/or armor without exceeding your plan to get the Heroes at Attack Dice 3, Defend Dice 3. Place any extra gold you don't need into a chest someplace.
So if at the start of the Quest our Heroes invested in weapons and are carrying Broadswords x3 (Barbarian, elf and dwarf), place 2 helmets and a shield on the armory (value 400 gold, toss 100 extra gold into a chest). If they purchased 1 helmet for the barbarian, dwarf and elf, place 2 broadswords on the armory (value 500 gold) to bring their attacks to 3 each.
After this, improve the rewards of successive Quests so Heroes regain the total of their combat dice strengths and potions and gold within the next 4 Quests. I would return artifacts at a MUCH slower rate if even at all. Those can be the price for dying. I might tell the heroes this and ask them if they want to try and recover their artifacts in another custom quest, or throw in special boss monsters now and again to give Heroes a chance to earn their artifacts back that way. These monsters would be newly added to future quests and would be as difficult as approximately 4 attack, 5 defend, 8 body points, 4 mind. Furthermore, these monsters would appear at a frequency rate of about 1 per every 5 Quests. Like I said, return the artifacts SLOWLY or give them the chance to go get them more quickly.
Unless you specify your version I'm going by the US rules.