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How awesome is resurrection in 13th Age???
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<blockquote data-quote="Gorgon Zee" data-source="post: 6219905" data-attributes="member: 75787"><p>One thing I passionately hated about 3.5 was the easy resurrection. I recall once chatting to a friend outside the convention room where he had taken a break for the table and someone came out and told them his character had died and been resurrected and he said OK and kept on chatting to me.</p><p></p><p>In 4e, which I liked much more as a system, it was even easier; totally rotating door. So I made the decision that my characters would never come back. Ever. Hated the easy resurrection.</p><p></p><p>So, for me, the 13th Age version seems a <strong>very good one</strong>. I want death in combat to be a serious worry; not one that essentially makes people ask "how much does this cost me?" like it does in 3e and 4e. The solution presented works well for my goal: Death should be character-affecting, something to be scared of, and something that cannot be trivialized by any other affect in the game. As a bonus, it's nice to have actual rules to explain why characters ever die (as opposed to 3e and 4e's "because ummm they don't want to come back?")</p><p></p><p>I do not care about a style of play that has infinite life characters or one that has players who replace characters by new ones that are identical. I simply don't run those games. If you like the former, just ignore this rule and assign a simple cost to res. If you like the latter, just remove the spell. </p><p></p><p>So for me, yes, this is the best approach to resurrection I have seen since AD&D. Actually I refer it to the AD&D version as it's less easy to game and wish away the consequences. Win.</p></blockquote><p></p>
[QUOTE="Gorgon Zee, post: 6219905, member: 75787"] One thing I passionately hated about 3.5 was the easy resurrection. I recall once chatting to a friend outside the convention room where he had taken a break for the table and someone came out and told them his character had died and been resurrected and he said OK and kept on chatting to me. In 4e, which I liked much more as a system, it was even easier; totally rotating door. So I made the decision that my characters would never come back. Ever. Hated the easy resurrection. So, for me, the 13th Age version seems a [B]very good one[/B]. I want death in combat to be a serious worry; not one that essentially makes people ask "how much does this cost me?" like it does in 3e and 4e. The solution presented works well for my goal: Death should be character-affecting, something to be scared of, and something that cannot be trivialized by any other affect in the game. As a bonus, it's nice to have actual rules to explain why characters ever die (as opposed to 3e and 4e's "because ummm they don't want to come back?") I do not care about a style of play that has infinite life characters or one that has players who replace characters by new ones that are identical. I simply don't run those games. If you like the former, just ignore this rule and assign a simple cost to res. If you like the latter, just remove the spell. So for me, yes, this is the best approach to resurrection I have seen since AD&D. Actually I refer it to the AD&D version as it's less easy to game and wish away the consequences. Win. [/QUOTE]
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How awesome is resurrection in 13th Age???
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