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Is Dying Such a Bad Thing?
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<blockquote data-quote="EP" data-source="post: 5195116" data-attributes="member: 41744"><p>Raise Dead's been brought up a couple of times here and I can't stand that spell/ritual (based on whichever version of D&D you're playing). Any campaign I've ever started begins with two rules: no bags of holding and no Raise Dead. That doesn't mean characters can't come back from the dead but you have to work for it and do something other than spend XP/GP/mana or whatever. I've played in old campaigns where we journeyed to the planes to bring someone back and it damn near cost us the rest of the party. One of the best adventures I've ever played because of that personal touch.</p><p></p><p>I should point out that I've worked on a project for 4e that is nothing BUT bringing characters back from the dead. I'm not completely against it. I was just taken aback by how option-less death seemed to the players at that time. Especially as we were fending off a massive army to save innocent lives. It seemed that by not wanting to get their characters killed, they were only <strong>sayin</strong>g they should do the right thing and were not <strong>willing</strong> to do whatever it took to achieve it. And this includes some good-aligned characters sworn to protect the innocent. There's almost a part of me now that wants to force my character into a situation where he drops to less than 0 hp and might not make it out alive. Even refuse to play the character again should the party raise him. Not that it could come to that. But to demonstrate his willingness to die for a cause rather than just talk about it. For me, that was the real issue at hand.</p><p></p><p>So this all brings up another question? Is the game still interesting if you are guaranteed that your character will never die? If you were assured immortality (at least as far as the highest level in whatever game you play), would you get the same thrill in playing?</p></blockquote><p></p>
[QUOTE="EP, post: 5195116, member: 41744"] Raise Dead's been brought up a couple of times here and I can't stand that spell/ritual (based on whichever version of D&D you're playing). Any campaign I've ever started begins with two rules: no bags of holding and no Raise Dead. That doesn't mean characters can't come back from the dead but you have to work for it and do something other than spend XP/GP/mana or whatever. I've played in old campaigns where we journeyed to the planes to bring someone back and it damn near cost us the rest of the party. One of the best adventures I've ever played because of that personal touch. I should point out that I've worked on a project for 4e that is nothing BUT bringing characters back from the dead. I'm not completely against it. I was just taken aback by how option-less death seemed to the players at that time. Especially as we were fending off a massive army to save innocent lives. It seemed that by not wanting to get their characters killed, they were only [B]sayin[/B]g they should do the right thing and were not [B]willing[/B] to do whatever it took to achieve it. And this includes some good-aligned characters sworn to protect the innocent. There's almost a part of me now that wants to force my character into a situation where he drops to less than 0 hp and might not make it out alive. Even refuse to play the character again should the party raise him. Not that it could come to that. But to demonstrate his willingness to die for a cause rather than just talk about it. For me, that was the real issue at hand. So this all brings up another question? Is the game still interesting if you are guaranteed that your character will never die? If you were assured immortality (at least as far as the highest level in whatever game you play), would you get the same thrill in playing? [/QUOTE]
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