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Houseruling Raise Dead spells
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<blockquote data-quote="Shawn_Kehoe" data-source="post: 3668583" data-attributes="member: 21894"><p>I wasn't too impressed with the change from 500 gp to 5000 gp when 3.5 came around - the average peasant earns a silver piece a day, so it would take 25 years for him to afford a 3.0 Raise Dead spell (and that's without living expenses!) So I think the 500 gp rating is fine - it's affordable for adventurers, yes - but not the common folk, so death is a real part of the campaign world.</p><p></p><p>I'm unsure how to apply the Spell Compendium spell Revivfy to the 3.0 pricing scheme though - since Raise Dead went from 500 to 5000, and Revivfy was 1000 gp in 3.5, it seems like the cost should be lower than that of Raise Dead if I revert to 3.0 pricing.</p><p></p><p>Another aspect I dislike about Raise Dead is how it handles XP loss. By setting the new XP total to half-way between your current level and the last level, the system favours characters who have just broken into a new level over characters who have almost advanced to the next level. So a character who dies at level 5 (10 000 XP) and is raised is set to 8000 XP, losing 2000 XP. A character who dies at 14, 950 XP, 50 XP shy of level 6, is also set to 8000 XP, losing 6950 XP. My solution is to apply a flat XP penalty per level - the second character would also lose 2000 XP as a level 5 character, and thus doesn't lose a level.</p><p></p><p>Also, Green Ronin's Advanced Gamemaster's Manual provides a system for "Experience Debt", wherein a raised character does not lose XP from level drains or raise spells, but rather accrues XP debt. Half of all future XP earnings goes to paying down XP debt. I think this system may be a better choice, as it slows advancement but doesn't take experience away from the characters. I'll probably combine it with my fixed XP loss system above - it's more math, sure, but I've gotta put that Bachelor of Engineering degree to use somewhere. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Shawn_Kehoe, post: 3668583, member: 21894"] I wasn't too impressed with the change from 500 gp to 5000 gp when 3.5 came around - the average peasant earns a silver piece a day, so it would take 25 years for him to afford a 3.0 Raise Dead spell (and that's without living expenses!) So I think the 500 gp rating is fine - it's affordable for adventurers, yes - but not the common folk, so death is a real part of the campaign world. I'm unsure how to apply the Spell Compendium spell Revivfy to the 3.0 pricing scheme though - since Raise Dead went from 500 to 5000, and Revivfy was 1000 gp in 3.5, it seems like the cost should be lower than that of Raise Dead if I revert to 3.0 pricing. Another aspect I dislike about Raise Dead is how it handles XP loss. By setting the new XP total to half-way between your current level and the last level, the system favours characters who have just broken into a new level over characters who have almost advanced to the next level. So a character who dies at level 5 (10 000 XP) and is raised is set to 8000 XP, losing 2000 XP. A character who dies at 14, 950 XP, 50 XP shy of level 6, is also set to 8000 XP, losing 6950 XP. My solution is to apply a flat XP penalty per level - the second character would also lose 2000 XP as a level 5 character, and thus doesn't lose a level. Also, Green Ronin's Advanced Gamemaster's Manual provides a system for "Experience Debt", wherein a raised character does not lose XP from level drains or raise spells, but rather accrues XP debt. Half of all future XP earnings goes to paying down XP debt. I think this system may be a better choice, as it slows advancement but doesn't take experience away from the characters. I'll probably combine it with my fixed XP loss system above - it's more math, sure, but I've gotta put that Bachelor of Engineering degree to use somewhere. :) [/QUOTE]
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