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DM can't get the hang of high-level play
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<blockquote data-quote="Agback" data-source="post: 902768" data-attributes="member: 5328"><p>G'day</p><p></p><p>Repugnant though they are (to you and me and your GM, but not to everyone, of course) <em>Raise Dead</em> and the <em>Resurrection</em> spells are an important part of the finely-balanced machine that is D&D combat. The assumed availability of <em>Raise Dead</em> within 24 hours is part of what enables an 11th-level party to deal with CR 11 encounters. If you avoid them for aesthetic reasons, you have to adjust the balance by toning down the insta-kill effects that they balance out.</p><p></p><p>So either live with the fact that old age is the only cause of True Death, or re-design all the catastrophic abilities of high-CR monsters, or put your PCs up against hordes of lower-CR monsters that can't dish it out like that (except for major encounters, I guess), or adopt a style of play with more intrigue and mystery and less combat.</p><p></p><p><em>A propos</em>, I tried running a campaign which accepted the implications of the 3e table for the cost of magic items. The PCs were involved in a struggle (which at it's top was being politically directed) to recover the lost public treasures of a collapsed Elvish empire. The PCs were working for a fence (actually a political figure in disguise) who had already recovered a Stole of <em>True Resurrection</em> (3 per day). For a massive share in their booty, he offered them death insurance. The upshot of which was that the worst that could happen in a TPK was that the PCs could lose levels (to vampires etc.) The campaign did not flourish.</p><p></p><p>Regards,</p><p></p><p></p><p>Agback</p></blockquote><p></p>
[QUOTE="Agback, post: 902768, member: 5328"] G'day Repugnant though they are (to you and me and your GM, but not to everyone, of course) [i]Raise Dead[/i] and the [i]Resurrection[/i] spells are an important part of the finely-balanced machine that is D&D combat. The assumed availability of [i]Raise Dead[/i] within 24 hours is part of what enables an 11th-level party to deal with CR 11 encounters. If you avoid them for aesthetic reasons, you have to adjust the balance by toning down the insta-kill effects that they balance out. So either live with the fact that old age is the only cause of True Death, or re-design all the catastrophic abilities of high-CR monsters, or put your PCs up against hordes of lower-CR monsters that can't dish it out like that (except for major encounters, I guess), or adopt a style of play with more intrigue and mystery and less combat. [i]A propos[/i], I tried running a campaign which accepted the implications of the 3e table for the cost of magic items. The PCs were involved in a struggle (which at it's top was being politically directed) to recover the lost public treasures of a collapsed Elvish empire. The PCs were working for a fence (actually a political figure in disguise) who had already recovered a Stole of [i]True Resurrection[/i] (3 per day). For a massive share in their booty, he offered them death insurance. The upshot of which was that the worst that could happen in a TPK was that the PCs could lose levels (to vampires etc.) The campaign did not flourish. Regards, Agback [/QUOTE]
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