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<blockquote data-quote="EzekielRaiden" data-source="post: 8978212" data-attributes="member: 6790260"><p>If I were given a better explanation of exactly how it works (not just "dangerous wizard surgery," actually being told <em>how</em> this can revitalize the fallen), I could be persuaded to let something like this work. But it strikes me as (literally and figuratively) playing with fire. Fire is an incredibly useful tool. It can also very easily kill you. Toying with it is Risky. Toying with <em>magic</em> should be that much riskier....but sometimes the prize is worth the price.</p><p></p><p>In general, though, I would prefer that they look for a more direct means to achieve their end, rather than exploiting the death save mechanic. I can think of a few ways this could work (search for a rough-and-ready medicinal that can wake the Ranger early, but possibly cause lingering harm; seek divine aid; put another character's safety at risk in order to let both potentially act...but also potentially take out a <em>second</em> character; sacrifice something truly valuable to one of the other characters to empower their friend; etc.) but would want the players to be pushing the story along, not me. And if I can't trust my players to do that appropriately, I don't think I should be running a game for them. Trust is a two-way street.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8978212, member: 6790260"] If I were given a better explanation of exactly how it works (not just "dangerous wizard surgery," actually being told [I]how[/I] this can revitalize the fallen), I could be persuaded to let something like this work. But it strikes me as (literally and figuratively) playing with fire. Fire is an incredibly useful tool. It can also very easily kill you. Toying with it is Risky. Toying with [I]magic[/I] should be that much riskier....but sometimes the prize is worth the price. In general, though, I would prefer that they look for a more direct means to achieve their end, rather than exploiting the death save mechanic. I can think of a few ways this could work (search for a rough-and-ready medicinal that can wake the Ranger early, but possibly cause lingering harm; seek divine aid; put another character's safety at risk in order to let both potentially act...but also potentially take out a [I]second[/I] character; sacrifice something truly valuable to one of the other characters to empower their friend; etc.) but would want the players to be pushing the story along, not me. And if I can't trust my players to do that appropriately, I don't think I should be running a game for them. Trust is a two-way street. [/QUOTE]
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