Dungeoneer
First Post
This seems like nit-picking. The progression of the five (theoretical) resurrections is pretty clearly outlined, so there IS a story behind the mechanics.But then they didn't take that all the way through. I mean, why have a Resurrection spell in the first place? As thing that just pops up on a spell list? Why not have it be an effect only accessible through special items or rituals or events? Why have PC's who can die from random kobolds and traps (the optional rule of Named Villains being the only killers -- why was it OPTIONAL?)?
And why Five? I mean, what omnipotent, petty divine accountant is sitting up there going "Okay. You can have FOUR more chances!"?
It's like someone looked at the Resurrection spell and thought, "How can I make this better?" rather than looking at the system that the Resurrection spell is embedded in and asking "Why do we even want this thing?"
And it's worth highlighting that we have been kicking the number five around but it's unlikely in the extreme that a PC will get that many. Don't think of it is 'five arbitrary extra lives'. Think of it as getting the player having one get-out-of-death-free card and knowing that if they die again coming back will be tougher.
Maybe you just don't like the idea of having resurrection spells at all. And that's fair. But Heinsoo and Tweet obviously feel differently. Res spells are a pretty standard part of a d20 game, and they decided to refine the idea rather than throw the baby out with the bath water. But this isn't such an integral part of the game that you couldn't remove it if you wanted. I suspect a 13A game with no res options would play perfectly fine.
Mike Shea referred to 13th Age as an 'opinionated RPG'. That's a great way of looking at it. It's pretty much the D&D game the designers would like to play. It's familiar, but with a lot of clever twists on traditional mechanics. Where Heinsoo and Tweet disagree, you get optional rules like the one about players only being killed by Named Villains.
I personally really like what they were going for: faster, looser D&D with some really great narrative hooks? Yes please.