I played the raising/resurrection rules as per PHB in 3e, and tend to prefer the 3e costs to the 3.5e costs. The reason is simple...continuity.
Due to either the heroic nature of the setting or the deadly nature of (especially high-level) combat, death in DnD is surprisingly common. Unfortunately, character development is necessarily hampered by it. I invest a lot of time into my characters when I play, and as a DM I tend to expect my players to do likewise. I worked out a good, long and interesting background with one of my players which meshed well with the campaign world and had some nice backstory NPCs. He died the first session, and, being low-level, there was no chance of raising. His new character has a background of trivial complexity by comparison.
Now, this may be tolerable at low levels, but at high levels, it is a nuisance both from the point-of-view of the DM and of credibility. Sure, credibility can be tested by constant raising, but it's more tested by 17th level characters popping out of nowhere and joining the party. Given that a 17th level party will face mass death effects such as Wail of the Banshee, character turnover is going to be huge. Without resurrection, there'll be a whole new party in about two or three sessions, with no motivation for the plot other than 'well, we met these guys who were doing this quest'. For a tough module, there could be an entire party turnover in the case of *one adventure* which does wonders for plot consistency (hey, didn't I hire a totally different group of people?) Too high a party turnover negates long-running friends and allies, destroys backstories and past NPCs, undermines the notion of BBEGs, thwarts PC motivation and fundamentally breaks a campaign. Given 13 combats/level, with mass death enemies like 17th level wizards and dragons, high level PC turnover can range around the 10-15 area just for one level, which is, needless to say, a nightmare.
That's why I favour easy resurrection.
Due to either the heroic nature of the setting or the deadly nature of (especially high-level) combat, death in DnD is surprisingly common. Unfortunately, character development is necessarily hampered by it. I invest a lot of time into my characters when I play, and as a DM I tend to expect my players to do likewise. I worked out a good, long and interesting background with one of my players which meshed well with the campaign world and had some nice backstory NPCs. He died the first session, and, being low-level, there was no chance of raising. His new character has a background of trivial complexity by comparison.
Now, this may be tolerable at low levels, but at high levels, it is a nuisance both from the point-of-view of the DM and of credibility. Sure, credibility can be tested by constant raising, but it's more tested by 17th level characters popping out of nowhere and joining the party. Given that a 17th level party will face mass death effects such as Wail of the Banshee, character turnover is going to be huge. Without resurrection, there'll be a whole new party in about two or three sessions, with no motivation for the plot other than 'well, we met these guys who were doing this quest'. For a tough module, there could be an entire party turnover in the case of *one adventure* which does wonders for plot consistency (hey, didn't I hire a totally different group of people?) Too high a party turnover negates long-running friends and allies, destroys backstories and past NPCs, undermines the notion of BBEGs, thwarts PC motivation and fundamentally breaks a campaign. Given 13 combats/level, with mass death enemies like 17th level wizards and dragons, high level PC turnover can range around the 10-15 area just for one level, which is, needless to say, a nightmare.
That's why I favour easy resurrection.