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*TTRPGs General
I wish D&D could have been more heroic
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<blockquote data-quote="Paradoxish" data-source="post: 629240" data-attributes="member: 9623"><p>I agree that raising a character from the dead removes a certain amount of risk from the game and without risk heroism can't really exist. There's nothing heroic about charging into odds you cannot possibly overcome if the only thing you have to risk is a bit of experience. IMC, the Resurrection spell has essentially been removed and replaced with a few new mechanics.</p><p></p><p>The first of which is a very small number of shrines located throughout the world. Each of these shrines can grant new life to those placed upon it, but they are jealously guarded by extraplanar beings of immense power. In order to use the shrines, the guardians require petitioners (ie, the remaining member of the party) to undertake some quest for them. Upon completing it the dead character is returned to life, with no level or experience penalty. These quests are extremely difficult, though, and only a good idea to do if the party is high level. This is, however, the only option for characters who choose not to worship a diety.</p><p></p><p>Alternately, the character who died can choose to beg his diety to grant him a second chance. The diety will only do this so many times (my rule of thumb is two or three times for a devout character and probably only once for a character that completely ignores his faith) and, if the character has already been raised by the diety in the past, may ask the character to complete some task.</p><p></p><p>In my opinion this ups the "heroism level" of the game quite a bit, since not only are characters putting themselves at serious risk when they get into harm's way, but even bringing the dead character back to life is a heroic act in itself. IMHO it's a good system for low-magic campaigns.</p></blockquote><p></p>
[QUOTE="Paradoxish, post: 629240, member: 9623"] I agree that raising a character from the dead removes a certain amount of risk from the game and without risk heroism can't really exist. There's nothing heroic about charging into odds you cannot possibly overcome if the only thing you have to risk is a bit of experience. IMC, the Resurrection spell has essentially been removed and replaced with a few new mechanics. The first of which is a very small number of shrines located throughout the world. Each of these shrines can grant new life to those placed upon it, but they are jealously guarded by extraplanar beings of immense power. In order to use the shrines, the guardians require petitioners (ie, the remaining member of the party) to undertake some quest for them. Upon completing it the dead character is returned to life, with no level or experience penalty. These quests are extremely difficult, though, and only a good idea to do if the party is high level. This is, however, the only option for characters who choose not to worship a diety. Alternately, the character who died can choose to beg his diety to grant him a second chance. The diety will only do this so many times (my rule of thumb is two or three times for a devout character and probably only once for a character that completely ignores his faith) and, if the character has already been raised by the diety in the past, may ask the character to complete some task. In my opinion this ups the "heroism level" of the game quite a bit, since not only are characters putting themselves at serious risk when they get into harm's way, but even bringing the dead character back to life is a heroic act in itself. IMHO it's a good system for low-magic campaigns. [/QUOTE]
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I wish D&D could have been more heroic
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