Lanefan
Victoria Rules
Not an inherent part of your particular game, you mean.Exactly. Gotchas are not an inherent part of D&D any longer.
Not sure about this. 3e certainly had its share (I think I fell victim to most of them when I was playing 3e) and 5e certainly has them in its official adventures. 4e may have had less of them, but then 4e was an odd duck in many ways...The amount of gotchas has slowly decreased with each edition
From a purely gamist point of view this may be true. But from a more realistic point of view you're an adventurer going into a very dangerous place with a bunch of other adventurers. Chances are high that not all of you are coming out. You hope you've done your homework about the place but rumours and old histories can only take you so far and may or may not even be accurate; and once you're on site there's no saying you'll see every danger before you find it the hard way. You might very well meet creatures you've never heard of that can dismantle you in ways you never imagined. You might get hit with a fireball and die without ever seeing who or what cast it (and it might come from your own party, if your wizard messes up his aim). You might step on the wrong stone and trigger a trap that doesn't leave enough of you to fill a thimble.They are a crutch that really undermines fun. Having your character be killed because of something he couldn't possibly know, isn't a fair challenge, and it isn't fun in my opinion.
Or you might survive all that, do some heroic deeds, clean the place up and get stinkin' rich in the process; never mind also get better at what you do.
1e: lose a Con point, no cost (!) if revival is done by a party member but cost is in the thousands of g.p. if an NPC is hired. Small chance of revival failure.Besides, depending on what edition you are playing, death also comes with severe penalties, and is quite expensive to undo.
2e: lose a Con point, cost is at least several thousand g.p. no matter who casts the spell. Small chance of revival failure.
3e: lose a level (or gain a negative level in 3e-speak), monetary cost isn't as harsh as 2e. Revival always succeeds.
4e: temporarily lose some abilities, monetary cost is low (but then, 4e's treasure amounts are lower also). Revival always succeeds.
5e: temporary penalty to rolls, monetary cost is very low (500-1000 g.p.). Revival always succeeds.
So yes, death has become cheaper over the years.


Lan-"so roll your damage and let the dice fall where - or on who - they may"-efan