Henrix
Explorer
Organized play, however, has no provision for house-rules,
Curiously, there is a fairly hefty pdf on Wizards site describing the rules for their organised play.
Most of the D&D games are not "organised play".
Organized play, however, has no provision for house-rules,
Curiously, there is a fairly hefty pdf on Wizards site describing the rules for their organised play.
Most of the D&D games are not "organised play".
As a DM, I can totally understand banning these. Banning them definitely makes the game feel more dangerous and exciting, and I can stand by that. But that wasn't just a steep price to bring their friend back, that was needlessly unfair. In 5E, losing the highest ability score is permanently crippling (a high level character going from a 20 to a 19 with no way to bring it back could make a hundred different things worse) and doling out the years of the deceased could outright kill some characters that have shorter lifespans (Halflings for instance).
My thoughts on the matter are this: They purposely made those spells as they are because letting the characters play more often outweighed the minor loss of a feeling of danger. I know from personal experience that having severe penalties for dying simply makes the characters frustrated, especially when it's the dice that caused the death, not the players. Imagine if you were playing a game like Skyrim or Dragon Age and you died part of the way through, but instead of simply restarting you quickly, the game forced you to wait several days before you could play again. And when you did, your whole party was less powerful, and therefore couldn't stand up to the monsters ahead. That sort of punishment is disingenuous to the players, who simply want to have fun.
I hear you, but I cannot agree with your assessment at all.
...
Instead of asking me how I came to that sort of cost for the resurrection for this particular PC and how I painstakingly weaved it with the lore of the setting in a campaign where there is no option for resurrection, you instead make an awful claim about the way I play.![]()
It's a game. It's not the end of the world if a player gets his PC back, especially since there is already an in game cost associated with it.
And then, "Six sessions later the party suffered a TPK." Seriously. Why am I not surprised?![]()
Take a step back and ask yourself: "If I were a player playing my PC and he died, would I want my DM to make it this difficult to get this PC back?". If I were playing that game, I would straight out tell the other players to not even bother with this crap. Let my Paladin die.
Your play style is just not a play style that everyone shares.
As he said, "They purposely made those spells as they are because letting thecharactersplayers play more often outweighed the minor loss of a feeling of danger."
In fact, you punished the entire team of players, not just one player. Yup, I definitely do not like your play style where you punish multiple players under the guise of "a cool storyline". Meh.
Conversely , it's a game. It's not the end of the world if the player needs to generate a new PC and keep playing.![]()
True.
The problem is that it often takes a long time to create a PC, especially if the player is unsure of what he wants, if the PCs are higher level, and/or the PC is a spell caster.
So yeah, dying in the first hour and then sitting around creating a PC for a few more hours while the other players play kind of sucks.
Have you ever wondered why D&D is one of the only few non-humor RPGs out there which even has a hardcoded and easy way to revive dead characters?
Why is this even necessary?
True.
The problem is that it often takes a long time to create a PC, especially if the player is unsure of what he wants, if the PCs are higher level, and/or the PC is a spell caster.
So yeah, dying in the first hour and then sitting around creating a PC for a few more hours while the other players play kind of sucks.