Korimyr the Rat said:
This isn't necessarily a bad thing. It imposes a heavy "cost" on bringing back the dead, but without making the resurrected character less enjoyable to play.
If it only takes a short time, it's not really an increased cost in this manner, and will not impose any particular "bite" to make character death more repulsive.
If it takes a long time, the player of the deceased is either playing a different character (which defeats the purpose of the resurrection in the first place) or is sitting it out (which also defeats the purpose).
Korimyr the Rat said:
The side-quest to retrive their fallen ally doesn't have to be unrelated to the main quest, either-- it's a perfect opportunity to learn something about the villain, or acquire an artifact to use against the villain, or something similar.
You can also use it as an excuse to give the dead character information about the plot-- which he can reveal after he's been retrieved. Goes well with death having changed him, and with having been harrowed.
Yes, but this depends fairly heavily on the DM's ability to improvise. The guy who needs to sit there and plan out a dozen contingencies is going to have problems if he wasn't expecting it.
The guy who never writes anything down anyway is going to be fine.
Then there's the issue of what you do with a previously-set time limit; a lot of class balance comes with the four encounters-per-"day" paradigm. You don't expect to make it with three... but the time-off means that Lich is going to raid even more villages, slaughter even more innocents, and have a much larger army to go in and grab the Solar's Gem from the Fortress of Goodness to power the Ritual of Returning for the ancient Demon-prince, banished six millenia ago. If such a thing has already been established... well.... there's a problem in un-establishing it to make time.
Korimyr the Rat said:
In my games, I've been strongly considered requiring a limited character rebuild upon resurrection. Nothing that imposes a real bonus or penalty, but the players has to reshuffle a few of the items on his character sheet to reflect being a slightly different person afterwards.
Reasonable enough, especially if you permit the PHB II retraining rules that let you reshuffle the character anyway.
Really though, in order to prevent players from becoming insensitive to character death, while still having it available, you need to have the players in on the plan, and fundamentally playing along with it.