Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Dying House Rule
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Lanliss" data-source="post: 7108409" data-attributes="member: 6801219"><p>I agree that a rez should be possible, but as a ritual quest sort of thing, IMO. Revivify being a simple 3rd level spell really makes Death seem trivial. I also don't think that a simple Financial set back really puts Death into perspective. Sure, these are Heroes, and should be Heroic, but just being revived at <em>all</em> means they are practically blessed by the gods, so I think they can pay more than a simple fee. If I didn't already have a system in place that I wanted to test, I would probably think about permanently removing the spell slot used for a revival, at least until a level is gained. This would mean that getting an NPC to rez your character would not just be expensive, but INSANELY expensive.</p><p></p><p>Mathew Mercer has a ritual that takes place whenever anyone casts a revival spell, a 1 person ritual for Revivify but 3 people for higher level resurrections, and people helping in the ritual make rolls based on what they are applying to call back their friend. Each success or failure alters the Final DC, which Mercer rolls against to see if the Revival succeeds. He also has a rule that each time a character dies, the DC goes up by 1, making death progressively more likely to be permanent.</p><p></p><p>I didn't go quite that far, and am just attaching a cost to revival in my world, a point system where a PC who is revived multiple times is faced with worse and worse permanent effects. A 1dx of damage after a long rest away from a fire, eventually even if they do sleep near a fire. Disadvantage on saves vs. Cold effects, and also eventual Vulnerability to cold, though on the level they become vulnerable they also get Advantage on saves vs. Fire spells, and later Fire resistance. Eventually, a Cold spell will instantly kill them, but they will be immune to Fire damage. That is long term though, maybe after 20 revivals.</p><p></p><p>Basically all of this amounts to my opinion, that simply having people die easily in your game is not enough to make Death important. There needs to be a significant cost, from a reasonable scaling DC for revival to a ridiculous loss of a spell slot, the players need to feel the pain when they let someone die on their watch. All IMO of course.</p></blockquote><p></p>
[QUOTE="Lanliss, post: 7108409, member: 6801219"] I agree that a rez should be possible, but as a ritual quest sort of thing, IMO. Revivify being a simple 3rd level spell really makes Death seem trivial. I also don't think that a simple Financial set back really puts Death into perspective. Sure, these are Heroes, and should be Heroic, but just being revived at [I]all[/I] means they are practically blessed by the gods, so I think they can pay more than a simple fee. If I didn't already have a system in place that I wanted to test, I would probably think about permanently removing the spell slot used for a revival, at least until a level is gained. This would mean that getting an NPC to rez your character would not just be expensive, but INSANELY expensive. Mathew Mercer has a ritual that takes place whenever anyone casts a revival spell, a 1 person ritual for Revivify but 3 people for higher level resurrections, and people helping in the ritual make rolls based on what they are applying to call back their friend. Each success or failure alters the Final DC, which Mercer rolls against to see if the Revival succeeds. He also has a rule that each time a character dies, the DC goes up by 1, making death progressively more likely to be permanent. I didn't go quite that far, and am just attaching a cost to revival in my world, a point system where a PC who is revived multiple times is faced with worse and worse permanent effects. A 1dx of damage after a long rest away from a fire, eventually even if they do sleep near a fire. Disadvantage on saves vs. Cold effects, and also eventual Vulnerability to cold, though on the level they become vulnerable they also get Advantage on saves vs. Fire spells, and later Fire resistance. Eventually, a Cold spell will instantly kill them, but they will be immune to Fire damage. That is long term though, maybe after 20 revivals. Basically all of this amounts to my opinion, that simply having people die easily in your game is not enough to make Death important. There needs to be a significant cost, from a reasonable scaling DC for revival to a ridiculous loss of a spell slot, the players need to feel the pain when they let someone die on their watch. All IMO of course. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Dying House Rule
Top