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New raise dead. thoughts?
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<blockquote data-quote="GhostBear" data-source="post: 6050301" data-attributes="member: 6667527"><p>I still run my games this way. I never really understood why until the E6 post spelled it out for me.</p><p></p><p>Anyway, my gripe with D&D and Raise Dead has little to do with mechanics, it has more to do with the fluff.</p><p></p><p>I always felt that raising the dead is something that should be a lot more than "pay some money, mumble a little while, ta-da." When you are raising the dead, you are:</p><p></p><p>A) Finding a specific spirit amount truly countless others, in a whole other plane of reality.</p><p>B) Pulling that spirit back across the boundry from its current location to yours.</p><p>C) Shoving it into a dead body.</p><p>D) Fixing decay, a stab to the heart, blood loss, and giving the whole mess a jump start.</p><p></p><p>That's pretty awesome magic as-is. There should be something more to it than money and mumbling, and the spell description should hint at having to perform a special quest for a deity, or (my favorite) having to enter the world of the dead to retrieve the soul personally, or sacrifice a number of sentient beings with equal life force, etc. Something, anything. </p><p></p><p>This makes it available, but do you really want to risk slogging through the underworld? Hard choices make games interesting. El Cheapo No Consequence raise dead isn't a hard choice by default - it is a given. It is boring.</p><p></p><p>I like this too, sans the part where a lot of people will just say that until the game ends everyone still has a destiny.</p><p></p><p>I think modern D&D assumes, or strongly favors, PC victory in all circumstances and that if a player dies then it is definitely the DM's "fault", so the player shouldn't be penalized. So sad.</p><p></p><p>As far as 5e mechanics and the cost of 500gp, every game's economy is going to be different. That may be a lot, that may be pocket change, just adjust the cost up and down (or remove it) as necessary.</p></blockquote><p></p>
[QUOTE="GhostBear, post: 6050301, member: 6667527"] I still run my games this way. I never really understood why until the E6 post spelled it out for me. Anyway, my gripe with D&D and Raise Dead has little to do with mechanics, it has more to do with the fluff. I always felt that raising the dead is something that should be a lot more than "pay some money, mumble a little while, ta-da." When you are raising the dead, you are: A) Finding a specific spirit amount truly countless others, in a whole other plane of reality. B) Pulling that spirit back across the boundry from its current location to yours. C) Shoving it into a dead body. D) Fixing decay, a stab to the heart, blood loss, and giving the whole mess a jump start. That's pretty awesome magic as-is. There should be something more to it than money and mumbling, and the spell description should hint at having to perform a special quest for a deity, or (my favorite) having to enter the world of the dead to retrieve the soul personally, or sacrifice a number of sentient beings with equal life force, etc. Something, anything. This makes it available, but do you really want to risk slogging through the underworld? Hard choices make games interesting. El Cheapo No Consequence raise dead isn't a hard choice by default - it is a given. It is boring. I like this too, sans the part where a lot of people will just say that until the game ends everyone still has a destiny. I think modern D&D assumes, or strongly favors, PC victory in all circumstances and that if a player dies then it is definitely the DM's "fault", so the player shouldn't be penalized. So sad. As far as 5e mechanics and the cost of 500gp, every game's economy is going to be different. That may be a lot, that may be pocket change, just adjust the cost up and down (or remove it) as necessary. [/QUOTE]
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