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D&D 5e death and consequences?
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<blockquote data-quote="Paraxis" data-source="post: 6389347" data-attributes="member: 13009"><p>I run my games as close to the book as possible, and build my world from that. So with spells like Raise Dead and Revivify, death is not an issue.</p><p></p><p><strong>Raise Dead</strong>, 5th level, Cleric/Bard/Paladin, 500 gp, and can't be used after 10 days. Need whole body to bring back.</p><p></p><p>Bards bring people back to life, relatively low level bards of lore (6th) can get access to revivify for in combat resurrections.</p><p></p><p>I just don't see how resurrection magic can be all that awe inspiring or miraculous when the lead singer of the wandering folk band that drinks too much and partakes of way to much halfling's leaf can sing a song and **poof** your loved ones back to life.</p><p></p><p>We keep talking about 1,000 gp when in fact most resurrections will be either the 300 or 500 gp variety.</p></blockquote><p></p>
[QUOTE="Paraxis, post: 6389347, member: 13009"] I run my games as close to the book as possible, and build my world from that. So with spells like Raise Dead and Revivify, death is not an issue. [B]Raise Dead[/B], 5th level, Cleric/Bard/Paladin, 500 gp, and can't be used after 10 days. Need whole body to bring back. Bards bring people back to life, relatively low level bards of lore (6th) can get access to revivify for in combat resurrections. I just don't see how resurrection magic can be all that awe inspiring or miraculous when the lead singer of the wandering folk band that drinks too much and partakes of way to much halfling's leaf can sing a song and **poof** your loved ones back to life. We keep talking about 1,000 gp when in fact most resurrections will be either the 300 or 500 gp variety. [/QUOTE]
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D&D 5e death and consequences?
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