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Keeping the dead... dead.
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<blockquote data-quote="William_2" data-source="post: 2439651" data-attributes="member: 13925"><p>This isn’t a helpful answer in terms of solving the paradox, but just a comment on it. It really IS a huge gap in the whole logic of the D&D killing and magic paradigm, isn’t it? Despite all the magic available, and the fact that much of it is specifically divine in nature in some odd way, the powerful dead are unlikely to ever remain dead. While the sizable mob of gods will permit magic to seize the dead back from them readily enough, they do not provide a method for keeping the dead where they arguably belong. It is all very odd, theologically. </p><p></p><p>It also suggests that the really evil need to be incarcerated rather than executed (assuming the society in question has not already removed the death penalty). Those characters who are out meting out justice should find themselves actually needing to deliver villains to justice instead – a real blow to the general pattern that PCs are to judge and execute the villains off the cuff. </p><p>I like the idea of a campaign that yields a magic-drenched prison full of the villains the PCs have faced, rather than a graveyard of them. It seems like the only really good solution to the problem of undying villains, as well.</p><p></p><p>The fact that a spell to keep evil souls in the afterlife is not a fundamental one for divine magic is very odd. Even given that the spells in D&D are largely about combat, and don’t represent at all well the magic a society as a whole would try to discover, the lack of this power is a glaring omission, I think.</p></blockquote><p></p>
[QUOTE="William_2, post: 2439651, member: 13925"] This isn’t a helpful answer in terms of solving the paradox, but just a comment on it. It really IS a huge gap in the whole logic of the D&D killing and magic paradigm, isn’t it? Despite all the magic available, and the fact that much of it is specifically divine in nature in some odd way, the powerful dead are unlikely to ever remain dead. While the sizable mob of gods will permit magic to seize the dead back from them readily enough, they do not provide a method for keeping the dead where they arguably belong. It is all very odd, theologically. It also suggests that the really evil need to be incarcerated rather than executed (assuming the society in question has not already removed the death penalty). Those characters who are out meting out justice should find themselves actually needing to deliver villains to justice instead – a real blow to the general pattern that PCs are to judge and execute the villains off the cuff. I like the idea of a campaign that yields a magic-drenched prison full of the villains the PCs have faced, rather than a graveyard of them. It seems like the only really good solution to the problem of undying villains, as well. The fact that a spell to keep evil souls in the afterlife is not a fundamental one for divine magic is very odd. Even given that the spells in D&D are largely about combat, and don’t represent at all well the magic a society as a whole would try to discover, the lack of this power is a glaring omission, I think. [/QUOTE]
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