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Kill raise dead... dead!
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<blockquote data-quote="NewJeffCT" data-source="post: 5778298" data-attributes="member: 10784"><p>The problem with Raise Dead is that it comes too soon in the game now.</p><p></p><p>In 1E and 2E, most campaigns went from level 1 to somewhere around level 10. Raise Dead was a level 5 spell, so the players would not have access to it until they were at least 90% of the way through the campaign at level 9. By the time you've invested 90% of a year's time in a campaign, using a Raise Dead spell was certainly a reasonable way to keep a key PC in the campaign. After all, the PCs were great heroes by that time.</p><p></p><p>In 3E, the game was designed to go from level 1 to level 20. However, Raise Dead was still a level 5 spell, meaning you had access at level 9. So, instead of being 90% of the way through the campaign, you're now only 45% of the way through a campaign when you can get access to Raise Dead. The spell is cheapened because you're not yet great heroes at the cusp of the campaign climax - you're only halfway there.</p><p></p><p>In 4E, you have access to the Raise Dead ritual at level 8 when the campaign is designed to go from level 1 to level 30. So, you now have access to the spell 26 2/3% of the way through the campaign - you're barely out of the gate when you can start raising the dead. It gives the game a completely different feel if the spell is that easy to access. It's the equivalent of Raise Dead as a 3rd level spell in 1E/2E.</p><p></p><p>So, you go from a spell that is only available after the average campaign is 90% in 1E/2E, to a spell that is available after 45% of the average 3E/3.5E campaign is over, to a spell/ritual that is available after only 26 2/3% of the way through the average 4E campaign. Big change to the entire feel of the game.</p></blockquote><p></p>
[QUOTE="NewJeffCT, post: 5778298, member: 10784"] The problem with Raise Dead is that it comes too soon in the game now. In 1E and 2E, most campaigns went from level 1 to somewhere around level 10. Raise Dead was a level 5 spell, so the players would not have access to it until they were at least 90% of the way through the campaign at level 9. By the time you've invested 90% of a year's time in a campaign, using a Raise Dead spell was certainly a reasonable way to keep a key PC in the campaign. After all, the PCs were great heroes by that time. In 3E, the game was designed to go from level 1 to level 20. However, Raise Dead was still a level 5 spell, meaning you had access at level 9. So, instead of being 90% of the way through the campaign, you're now only 45% of the way through a campaign when you can get access to Raise Dead. The spell is cheapened because you're not yet great heroes at the cusp of the campaign climax - you're only halfway there. In 4E, you have access to the Raise Dead ritual at level 8 when the campaign is designed to go from level 1 to level 30. So, you now have access to the spell 26 2/3% of the way through the campaign - you're barely out of the gate when you can start raising the dead. It gives the game a completely different feel if the spell is that easy to access. It's the equivalent of Raise Dead as a 3rd level spell in 1E/2E. So, you go from a spell that is only available after the average campaign is 90% in 1E/2E, to a spell that is available after 45% of the average 3E/3.5E campaign is over, to a spell/ritual that is available after only 26 2/3% of the way through the average 4E campaign. Big change to the entire feel of the game. [/QUOTE]
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