without death is there life?
I'm of the opinion that the core rules need a major injection of realism and the raise dead spells are a good a place to start as any.
These spells merely give the PCs a "Get-Out-Of-Hades-Free" card that, in the standard setting, they can routinely play given enough gold.
The way I see it, a PC whose character can simply get raised from the dead will be less cautious and far more aggressive during encounters. Combat becomes a "last-man-standing" proposition where PCs are constantly going toe-to-toe with the monsters/villians until someone gets to -10 HP.
Why be careful or creative if you can just use a spell to cover your mistakes?
I've found that the lack of the true death creates an almost comic-book environment in which roleplaying and gamesmanship becomes less important that stats, magical items and Feat Stacking.
Additionally, this lack of reality often translates into a lack of drama.
When death is real, the characters will be real. You made a mistake and charged that Orc who turned out to have 5 levels in Exotic Weapons Master and killed you with a chair? Too bad --- go watch TV, roll up a new character and get back in the flow next week.
It's all about taking responsibility for your actions.
In the last group I played with I finally had to beg the DM to stop with the re-rolls and kill someone already. My fighter ended up dying that session but it is a night that the group would remember for a long time.
Why? Because someone paid the Hero's Price during that adventure.
And isn't that what it's all about in the end? Putting your character in situation where they reap the rewards or suffer the consequences of their decisions?
Of course, it all depends on what kind of game you want to run. If comic-book is your thing then go ahead and raise the dead.
just my thoughts,
bassar
p.s. - does anyone know of a collection of "realism" house rules?
I'm of the opinion that the core rules need a major injection of realism and the raise dead spells are a good a place to start as any.
These spells merely give the PCs a "Get-Out-Of-Hades-Free" card that, in the standard setting, they can routinely play given enough gold.
The way I see it, a PC whose character can simply get raised from the dead will be less cautious and far more aggressive during encounters. Combat becomes a "last-man-standing" proposition where PCs are constantly going toe-to-toe with the monsters/villians until someone gets to -10 HP.
Why be careful or creative if you can just use a spell to cover your mistakes?
I've found that the lack of the true death creates an almost comic-book environment in which roleplaying and gamesmanship becomes less important that stats, magical items and Feat Stacking.
Additionally, this lack of reality often translates into a lack of drama.
When death is real, the characters will be real. You made a mistake and charged that Orc who turned out to have 5 levels in Exotic Weapons Master and killed you with a chair? Too bad --- go watch TV, roll up a new character and get back in the flow next week.
It's all about taking responsibility for your actions.
In the last group I played with I finally had to beg the DM to stop with the re-rolls and kill someone already. My fighter ended up dying that session but it is a night that the group would remember for a long time.
Why? Because someone paid the Hero's Price during that adventure.
And isn't that what it's all about in the end? Putting your character in situation where they reap the rewards or suffer the consequences of their decisions?
Of course, it all depends on what kind of game you want to run. If comic-book is your thing then go ahead and raise the dead.
just my thoughts,
bassar
p.s. - does anyone know of a collection of "realism" house rules?