helium3
First Post
I think it's a couple of things. At the time, I liked how the raise dead spells became more expensive in 3.5. Now, I'm not sure it's such a great thing. I think the loss of all that gold and the experience has made dying a lot more traumatic at lower levels. Our group got a lot more ballsy once we had enough cash to afford true ressurections without worrying too much about the expense.
Also, a party that is too timid is often a consequence of how the DM is running the game. The party always needs to have a sense of how tough a given encounter is likely to be. A DM that doesn't provide that kind of information upfront through some non-tricky role-playing is pretty much forcing the party to always assume the worst. Random encounters should rarely be extra-powerful unless the party has been warned that a particular area they're about to go adventuring in is particularly dangerous.
As for all of the "common wisdom" out there about what should and should not be done, as a DM I'm fairly likely to devise an encounter that plays upon that common wisdom if it becomes a problem, then point out what I'd done after the dust had settled. I accept what we call "meta-gaming" as an essential part of the game, but when it gets to the point that the game stops being about adventuring and starts to be more about avoiding adventure, I call my players on it and tell them I'm not interested in "playing house."
Also, a party that is too timid is often a consequence of how the DM is running the game. The party always needs to have a sense of how tough a given encounter is likely to be. A DM that doesn't provide that kind of information upfront through some non-tricky role-playing is pretty much forcing the party to always assume the worst. Random encounters should rarely be extra-powerful unless the party has been warned that a particular area they're about to go adventuring in is particularly dangerous.
As for all of the "common wisdom" out there about what should and should not be done, as a DM I'm fairly likely to devise an encounter that plays upon that common wisdom if it becomes a problem, then point out what I'd done after the dust had settled. I accept what we call "meta-gaming" as an essential part of the game, but when it gets to the point that the game stops being about adventuring and starts to be more about avoiding adventure, I call my players on it and tell them I'm not interested in "playing house."