D&D 4E Do you limit or ban raise dead? Do you expect to again in 4E?

Do you limit or ban raise dead in your campaigns? Do you expect to again in 4E?


  • Poll closed .

log in or register to remove this ad

I don't limit it but I allow players with dead PCs to return at the average party level so its not an option that is used much.
 

First, my house rule is that characters may only be brought back by a cleric/divine caster of the same god that the dead character worships. Second, I have a house rule that eliminates the expenditure of XP for casting spells or creating items, requiring power components instead. In the case of Raise/Res spells, the power component comes in the form of a specific ritual that includes holy sites, a number of acolytes/clerics, and holy days/events appropriate to that particular god.
 
Last edited:

It is available but I limit each character to being raised once. The soul can only take so much punishment. :]

I feel this increases the threat of death as it becomes fairly anti-climatic (and not really a punishment) at the higher levels.
 

Coming back from the dead can have side effects. If you get off lightly, these are just creepy bits of description that might have roleplaying effects. One PC only saw his rotting corpse if he looked in a reflective surface; one started hearing voices of the dead. I don't have a table or anything; I just have people roll a d20. The lower they roll, the worse the side effects are. A natural 1 would create a doppleganger, along the lines of what Ged faces in Wizard of Earthsea.
 

I've limited it:

I've adopted Eberron's plane of death thing: Entrapment (though it doesn't say it explicitly that it also applies to dead) with a Will save, or you'll lose your will to leave. And used Heroes of Horrors "something can go wrong" rule. This means PCs have a chance to get raised, but it's risky and can do serious trouble.

On the other hand, I'm using action points to negate death (-9 and stabilized, though unconscious), so PCs don't die unless they're overwhelmingly stupid (blow all their action points, all PCs get incapacitated that way, or do something totally deadly, like jumping into lava).

Cheers, LT.
 

I limit it via having a very low population of npc clerics of 9th level or above. Once the pcs can do it themselves, more power to them, but until then...
 


Doesn't exist.

Plus, Resurrection (and TR) are much more difficult to cast, more like prolonged rituals really.

And nothing is certain, with magic in general.

That, to me, is how things should be.
 

Voted "limited a little", but more accurately I use Li Shenron's Mortally Wounded variant with disabled stretched out negative HP equal to Constitution. Resurrection is a day's work for a high-level cleric and an aide (who just has to fetch things), while True Resurrection is a 24-hour ritual, needs two other mid-level clerics and a half-dozen acolytes, can begin at dawn or dusk only, has you Coming Back Wrong (see HoH), and involves brokering a deal with the Lords of the Grave, who are uncompromising but not evil (lesser geas + geas for "go slay this powerful undead" is most common; dispel = immediate permanent death).

I really can't say for 4e. Obviously, their flavor will differ from mine. :D
 

Remove ads

Top