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New raise dead. thoughts?
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<blockquote data-quote="WhatGravitas" data-source="post: 6050917" data-attributes="member: 33132"><p>Of course, that's not how D&D is presented these days. 3E (which is now almost 12 years old!) and 4E have a strong emphasis of having one character at a time.</p><p></p><p>Of course, my problem is with the potential of side-lining players at plot-inconvenient points. Usually, there's trek back to town after the character gets killed to get the character revived, but it's harder to justify if you have a plot/adventure with a time-critical issue.</p><p></p><p>EDIT: And of course, Li Shenron is absolutely right, not dying is not equal to not failing. I'm starting to think there really ought to be two modules handling death and dying: One for narrative-minded groups (where death is hard, where plot failure is the bigger threat than death, where resurrection is rare and special) and a more dungeon-crawler-centric one (where replacement characters are assumed, dying is the usual mode of failure and raising the death is a touch easier).</p><p></p><p>Full disclosure: the way I deal with death in 4E is that characters who fail all 3 death throws are "merely" crippled and will die after a couple of hours if they don't get medical attention (which a heal roll can provide). A couple of days bed rest or magical healing (via ritual) gets them back on their feet again. Full death only happens if a) a crippled character is killed with a coup-de-grace or b) actually gets reduced to -1/2 maximum hp (which is ridiculously hard, but covers things like being crushed to death etc., things that are just supposed to be lethal). Similar rules in 3E. That allows me to keep death a scary thing (and often permanent), not something you bounce back from easily.</p></blockquote><p></p>
[QUOTE="WhatGravitas, post: 6050917, member: 33132"] Of course, that's not how D&D is presented these days. 3E (which is now almost 12 years old!) and 4E have a strong emphasis of having one character at a time. Of course, my problem is with the potential of side-lining players at plot-inconvenient points. Usually, there's trek back to town after the character gets killed to get the character revived, but it's harder to justify if you have a plot/adventure with a time-critical issue. EDIT: And of course, Li Shenron is absolutely right, not dying is not equal to not failing. I'm starting to think there really ought to be two modules handling death and dying: One for narrative-minded groups (where death is hard, where plot failure is the bigger threat than death, where resurrection is rare and special) and a more dungeon-crawler-centric one (where replacement characters are assumed, dying is the usual mode of failure and raising the death is a touch easier). Full disclosure: the way I deal with death in 4E is that characters who fail all 3 death throws are "merely" crippled and will die after a couple of hours if they don't get medical attention (which a heal roll can provide). A couple of days bed rest or magical healing (via ritual) gets them back on their feet again. Full death only happens if a) a crippled character is killed with a coup-de-grace or b) actually gets reduced to -1/2 maximum hp (which is ridiculously hard, but covers things like being crushed to death etc., things that are just supposed to be lethal). Similar rules in 3E. That allows me to keep death a scary thing (and often permanent), not something you bounce back from easily. [/QUOTE]
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