Looking for feedback.
Raise Dead/Resurrection/etc in D&D causes several problems:
* It removes drama from the game: Ah well, Bob died, keep fighting the dragon, we'll get him raised later. It's no longer about life or death, it's about living or suffering some inconvenience.
* It interrupts the flow of adventures: Oops, Bob died, we'll have to put this adventure on hold to go get him raised
* Eliminates the "king has been assasinated" adventures. Who cares? Just raise him.
So for those reasons, let's eliminate Raise Dead and his brothers from the game. If you die, you die. You're not coming back.
BUT, D&D as written is far too deadly: Save Vs. Die spells, inopportunely timed crits, luck claw/claw/rends, etc. So how can we make D&D less deadly, but still keeps things exciting?
One idea:
Any time you die, you instead go to -10. You're not dead yet. On your NEXT turn, you die. If you can stabilize or receive any healing before then, you do not die.
This has several advantages:
* Softens the Save or Die spells which are no fun
* If a PC dies, it's not the DM's fault. It's the fellow players who didn't get to their fallen comrade
* Adds excitement to the game. "Oh, crap. The dragon just dropped Bob. Can we save him in time?"
Disads:
* Dieing would be much less likely, might remove some excitement
* Permanent. If somebody dies, there's no way to take it back.
Raise Dead/Resurrection/etc in D&D causes several problems:
* It removes drama from the game: Ah well, Bob died, keep fighting the dragon, we'll get him raised later. It's no longer about life or death, it's about living or suffering some inconvenience.
* It interrupts the flow of adventures: Oops, Bob died, we'll have to put this adventure on hold to go get him raised
* Eliminates the "king has been assasinated" adventures. Who cares? Just raise him.
So for those reasons, let's eliminate Raise Dead and his brothers from the game. If you die, you die. You're not coming back.
BUT, D&D as written is far too deadly: Save Vs. Die spells, inopportunely timed crits, luck claw/claw/rends, etc. So how can we make D&D less deadly, but still keeps things exciting?
One idea:
Any time you die, you instead go to -10. You're not dead yet. On your NEXT turn, you die. If you can stabilize or receive any healing before then, you do not die.
This has several advantages:
* Softens the Save or Die spells which are no fun
* If a PC dies, it's not the DM's fault. It's the fellow players who didn't get to their fallen comrade
* Adds excitement to the game. "Oh, crap. The dragon just dropped Bob. Can we save him in time?"
Disads:
* Dieing would be much less likely, might remove some excitement
* Permanent. If somebody dies, there's no way to take it back.