Is RAISE DEAD (etc.) too readily available in most D&D campaigns?

Is RAISE DEAD (etc.) too readily available in most D&D campaigns?


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DonTadow said:
Resurrection is not a fantasy element. It doesn't belong there in a non-epic fashion. It's a game mechanic that weeded its way in in the early days. It only has one purpose, to let players play dead characters. It's not something DMs use, because using it too much or too little poses serious story problems for most campaigns. There's 24 1st season and then there's 24 this season. 24 first season is dungeons and dragons without resurection. A little unbelievable but engrossing enough to stay with. Then there's this season, where it makes no sense to kill and destroy things in epic battles if they are going to be back the next week.

Resurrection is certainly a fantasy element. Because it is fantasy. It's not reality. It happens in fantasy stories, and you can argue how much or how little or how often or at what level, but it happens and we've provided examples of that. You just keep reshaping the question and cooking the books until you get the answer you want and your answer sounds like the only right one.

DonTadow said:
Not a fan of SG1? Sarcophaguses never brought anyone back from life on the show. As a matter of fact, there are several episodes that emphasize how important it is to get someone to them before they die. I thought you were talking about the Jackson "assendings" which weren't really resurrections. There was never a body or death. He was essentially beamed away at the point of death. So again, give me an example? I'm not nitpicking, we're talking about a body is dead they take to someone, he brings them back and this happens reoccurring with no big deal. You joked with the Jesus reference, but its proof that resurrections should be epic occasions. Note, in a debate never bring up instances, even as jokes, where it goes against your very point.

You are nitpicking, and it's only mildly annoying. I'll joke as I please, because the whole idea that you've discovered some better, purer form of gaming simply because you use Fudging Method A rather than Fudging Method B when we're all sitting around a table acting like we're dwarves and elves is so silly that I can't entirely take this discussion seriously.

You're going to keep asking for other examples until you've eliminated the pool of any contenders, and then stand victorious.

The primary reason most stories don't need resurrections is because the characters will never die until the author says so. You obviously prefer GM/DM fiat to an available mechanic that allows story continuity. I can respect that, and it's a valid form of gaming. But I'm also glad the game is adaptable enough to allow for your style of gaming but not pandering to it, because the way that characters can be brought back from the dead in D&D right now works, and there's nothing wrong with it.

DonTadow said:
Well your comments sounded a little new.

And your comments have me wondering if there is a missing broomstick somewhere on this forum. I have a pretty good idea where it is, too. Get over yourself.

DonTadow said:
In the RPG world, fudging is considered cheating. So calling someone a cheater is a big deal. Thus when you call certain mechanics "cheating" it really is offensive to a lot of people. A rules mechanic is apart of the game. Saying that actoin die and fate points are cheating is like saying adding your skill bonus is cheating. It's just offensive and showed a lack of understanding of various rpg systems and mechanics. It reaks of (I don't understand this, its cheating, you're a cheater. ).

Fudging is cheating. You are cheating death. Your charater, or your players's characters, should die. Multiple times. They are going through circumstances that would kill ANY human being, and rather than emerging shattered, with pulverized bones and staring at the wall, and requiring a nursemaid to feed them through a straw 3 times a day and change their bedpan, or instead of holding funeral services, they spring up fresh as a daisy and ready to do battle again.

I understand your mechanics perfectly well, and I've used them. I call them cheating because they are cheating. I also call resurrection cheating death, because it does. Both are acceptable forms of cheating that allow story continuity. Both are extremely unrealistic. Neither is superior to the other. One is chocolate ice cream, and the other is strawberry ice cream. But they are both ice cream. Or rather, fudge.

DonTadow said:
Again this shows a lack of understanding of the mechanic. There's no "plot device" involved. The DM is never in charge of how a fate point is used. The majority of the time, their used for trivial rolls and extra spell slots for the day.

This shows no lack of understanding on my part. It is a device that allows the plot to move along when it was otherwise stop with the death of a character. Yes, it has other uses. But this is one of its uses, and you are nitpicking to avoid the obvious.

DonTadow said:
However, you vaguaely touched on something important. INstant death is very easy in D and D and is a game problem. The game itself is equipped with raise dead and resurrections spells to balance save or dies. YOu use these fantasy unrealistic resurrection spells as a way to cheat death. A very time consuming, game like mechanic to do so that breaks a realistic world. DMs usually hand wave a lot of requirements for these so they can move on with the adventure, plot, module.

D&D is a realistic world? Since when?

I don't go to D&D for realism!

I go for adventure! Swinging swords and blowing things up. I go for lots of things - story, time with my buds drinking Mt. Dew and scarfing down cold pizza - but realism? No. Not a chance. Verisimilitude is important, but I couldn't care less about realism.

Most of the DMs I play with do NOT hand-wave requirements for Raise Dead, and I've seen plenty of permanent deaths in D&D. They can be dramatic, and prior to 9th level (halfway through non-epic) it usually means starting over with your character. That's not always fun, but it flies in the face of your analysis that it's cheap, easy and unrealistic. By the book, 9th level clerics do not grow on trees.

Death is not a problem in D&D. It's a reality, and the game allows expensive and costly mechanics to bring characters back as the game grows and your investment in the character grows.

DonTadow said:
We use fate, luck, action points as a way to balance save or dies. From a story way, it fits in with most fantasy media where the hero pulls something out of the air to escape what should have been death. There is no character downtime, the DM did not step in and place a cleric here or there or provide diamonds in loot that otherwise would have none. There is no record keeping that needs to take place and the risk of death is still there. Resurrection, in most campaigns, is almost certain. Using an action card is a certainty to avoid death. If you're down 50 hit points it would take 10 action cards to survive. If you're down 30, you'd need six. Its a game mechanic hidden in a shroud of fantasy realism.

Like I said, you prefer your brand of unrealism and unreality to mine. That's awesome. Rock on with your badass self. You sidle back and forth between "It's too easy!" and "It's so unrealistic because the components are so hard to find so that the DM has to fiat finding them!" depending on what suits your argument at the moment. You feel that your method is cheaper, easier and allows for less downtime. I prefer games where death is a real, ever-present threat and the possibility of losing your character for a large portion of the game is there. You say to-MA-toe, I saw to-MAH-toe.
 

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Storyteller01 said:
Except that it doesn't seem to effect the aliens it's meant for. How long did the sarcophagus maintain the aliens life in the first movie? We're talking tens of thousands of years.

The Tok'Ra don't use the sarcophagus because it is heavily implied that it was that which drove the goa'uld insane over time, partially also due to their genetic memory which would perpetuate the insanity over generations. That's why the Tok'Ra choose to die of old age instead of living for tens of thousands of years even though they are severely outnumbered. The sarcophagus definitely has driven them insane as well.
 

May I recommend replacing the official version of the spell with braise dead, which cooks your fallen comrade slowly with some form of moisture (such as a fine wine) to aid in breaking down tough & stringy flesh?

Remember, few adventurers manage to keep much excess weight on them (what with all the exercise they get running up & down corridors & swinging weapons of various types). As a result, they tend to provide only the toughest & most unpalatable of cuts without the use of magic (or a high ranking in Profession [cook]).

Braise dead may not help your fallen friends return with you to do battle, but it's perfect for those times when your miles underground before you realize that you forgot to bring rations. It's also useful for D20 Modern characters whose plane crashes in the Andes....
 

molonel said:
It's fudging. Call it what you want, or define it how you wish. Your characters, in the end, are alive when they should be dead. They simply arrived there by a different means than the characters in my campaigns. There is nothing "free" about resurrection.

Nor with all fudges. Take Deadlands. You alter outcomes with your fate chips. You cash out fate chips for experience. Your cost of "fudging" boils down to exp.

Take teamwork pools and karma in Shadowrun. You have extra dice when you need the, You buy those with exp. They are a resource you use up. Its hardly the same thing as just picking the outcome of the dice whenever you like.

Or hell, lets look at companion spirits in the DMG 2. You pay exp and gold to get a floating bonus your team can call upon to benefit them. Luck domain anyone?

Reducing chance can be built into the system, limited, and require the expenditure of resources. To equate it with simply tossing out the dice entirely and going by pure DM fiat is a bit simplistic.
 
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Raven Crowking said:
May I recommend replacing the official version of the spell with braise dead, which cooks your fallen comrade slowly with some form of moisture (such as a fine wine) to aid in breaking down tough & stringy flesh? Remember, few adventurers manage to keep much excess weight on them (what with all the exercise they get running up & down corridors & swinging weapons of various types). As a result, they tend to provide only the toughest & most unpalatable of cuts without the use of magic (or a high ranking in Profession [cook]). Braise dead may not help your fallen friends return with you to do battle, but it's perfect for those times when your miles underground before you realize that you forgot to bring rations. It's also useful for D20 Modern characters whose plane crashes in the Andes....

Nice.
 

ThirdWizard said:
The Tok'Ra don't use the sarcophagus because it is heavily implied that it was that which drove the goa'uld insane over time, partially also due to their genetic memory which would perpetuate the insanity over generations. That's why the Tok'Ra choose to die of old age instead of living for tens of thousands of years even though they are severely outnumbered. The sarcophagus definitely has driven them insane as well.

Didn't know this. Thanks for the input. :)
 

molonel said:
Resurrection is certainly a fantasy element. Because it is fantasy. It's not reality. It happens in fantasy stories, and you can argue how much or how little or how often or at what level, but it happens and we've provided examples of that. You just keep reshaping the question and cooking the books until you get the answer you want and your answer sounds like the only right one.
Just because somethings unreal does not make it apart of traditional fantasy. So now you're backing away from your argument that resurrection is an element in fantasy medium to "it's fantasy because its unrealistic?". If this is the case I look forward to Batman, Dorothy and the rescue rangers to show up in your traditional fantasy dungeons and dragons game real soon. Just because it can't happen in real life does not mean it belongs in fantasy.

You are nitpicking, and it's only mildly annoying. I'll joke as I please, because the whole idea that you've discovered some better, purer form of gaming simply because you use Fudging Method A rather than Fudging Method B when we're all sitting around a table acting like we're dwarves and elves is so silly that I can't entirely take this discussion seriously.
I don't think pointing out flaws in your argument is nitpicking. There was no ressurection on SG1. It's apart of the mythos. The sarcophguses had incredible healing properties. The great thing about SG1 is that it often tried to answer everything "fantastic" with science.

You're going to keep asking for other examples until you've eliminated the pool of any contenders, and then stand victorious.
SAdly, you've yet to provide an example. The strongest thing you said you had was SG1, a scifi show that within its own mythos has stated that there's nothing resurrection about the sarcophagus. If you put a dead body in one, its going to stay dead. If you had a strong example, I couldn't take it apart. Anything. You can't even name me a book, with all the books on the market, that have an example of what you're talking about. It's not about winning.

The primary reason most stories don't need resurrections is because the characters will never die until the author says so. You obviously prefer GM/DM fiat to an available mechanic that allows story continuity. I can respect that, and it's a valid form of gaming. But I'm also glad the game is adaptable enough to allow for your style of gaming but not pandering to it, because the way that characters can be brought back from the dead in D&D right now works, and there's nothing wrong with it.
Ah, so even within the span of this single entry, you have flip flopped from
1. Ressurection is fantasy because its unreal
2. It is in traditional fantasy, i just can't find any
3. The writers don't do it because they have ultimate control.

They don't do it because its shoddy and crappy writing. It's too unbelievable and opens up far too many cans of worms.



And your comments have me wondering if there is a missing broomstick somewhere on this forum. I have a pretty good idea where it is, too. Get over yourself.



Fudging is cheating. You are cheating death. Your charater, or your players's characters, should die. Multiple times. They are going through circumstances that would kill ANY human being, and rather than emerging shattered, with pulverized bones and staring at the wall, and requiring a nursemaid to feed them through a straw 3 times a day and change their bedpan, or instead of holding funeral services, they spring up fresh as a daisy and ready to do battle again.

I understand your mechanics perfectly well, and I've used them. I call them cheating because they are cheating. I also call resurrection cheating death, because it does. Both are acceptable forms of cheating that allow story continuity. Both are extremely unrealistic. Neither is superior to the other. One is chocolate ice cream, and the other is strawberry ice cream. But they are both ice cream. Or rather, fudge.
Eh, you're not going to stop calling it cheating, either way i guess, so I fail to see a reason that i should reexplain what a mechanic is and what fudging actually is. All I can say is stick to your day job and don't ge a job as a game designer because your naivity of game terms is fairly apparent. Feel free to call a lot of other people on these boards cheaters and Im sure they remarks will be much harsher than mine.

As for your argument,m they are both mechanics which I've said. HOwever, there is nothing unrealistic from a fantasy point of view for a hero to do an amazing maneuver to avoid death. Now, when I say "realistic" I am comparing it to the example of the hundreds of fantasy mediums where heroes defy the odds. This is realism in a fantasy setting. This is as opposed to the resurrection spell mechanic which no fantasy medium uses. It is unrealistic in a fantasy setting. D and D came about by wanting to recreate those great fantasy stories you see and read. When we talk about realism, we talk about trying to get as close to that as possible. Since there is no repeat ressurection in these mediums, it is safe to say that it does not belong.





This shows no lack of understanding on my part. It is a device that allows the plot to move along when it was otherwise stop with the death of a character. Yes, it has other uses. But this is one of its uses, and you are nitpicking to avoid the obvious.
Again this shows a lack of understanding of literary and game terms. Annoying to say the least. Before you use a word, know its meaning first. A plot device is something that is needed to move the plot along. Meaning, if you take it out, you can not go anywhere with the story. This comes from story,plot, adventure and campaign design and has little relvanace on the campaign. If your game is going to fold because one PC is dead, whether its resurrection or action cards you're going to have a flaw. I've never given an action card or forced an action card use on players. I've had players whom have forfeited any heroic acts. The game continued on. The action cards are designed to recreate extrodinary actions, not to steer a plot one way or another.



D&D is a realistic world? Since when?

I go for adventure! Swinging swords and blowing things up. I go for lots of things - story, time with my buds drinking Mt. Dew and scarfing down cold pizza - but realism? No. Not a chance. Verisimilitude is important, but I couldn't care less about realism.

I don't go to D&D for realism!
And Scene. Yup 2 pages before this argument came up. Realistic Fantasy World. Not realistic world. See my above comment. This is why people began to play the game. Sure spending times with friends is as important, but the emmersion factor is the reason for the game.



Most of the DMs I play with do NOT hand-wave requirements for Raise Dead, and I've seen plenty of permanent deaths in D&D. They can be dramatic, and prior to 9th level (halfway through non-epic) it usually means starting over with your character. That's not always fun, but it flies in the face of your analysis that it's cheap, easy and unrealistic. By the book, 9th level clerics do not grow on trees.

Death is not a problem in D&D. It's a reality, and the game allows expensive and costly mechanics to bring characters back as the game grows and your investment in the character grows.
Again, the problems with ressurection is not from a PC perspective its fro ma world perspective. Too many whys and too many ways to demean epic battles with good vs. evil.

Like I said, you prefer your brand of unrealism and unreality to mine. That's awesome. Rock on with your badass self. You sidle back and forth between "It's too easy!" and "It's so unrealistic because the components are so hard to find so that the DM has to fiat finding them!" depending on what suits your argument at the moment. You feel that your method is cheaper, easier and allows for less downtime. I prefer games where death is a real, ever-present threat and the possibility of losing your character for a large portion of the game is there. You say to-MA-toe, I saw to-MAH-toe.
And now we have the "I don't really care" ending.

Odd, we both like the same thing, but your way really doesn't achieve that effectively. Not my opinion, but a fact considering no other medium uses resurrection to symbolize heroic acts. How much of a threat is death when I can go to the corner store temple and buy a resurrection fairly cheap, by traditional treasure standards. You say this is a tomato/tomato evidence, but outside of the argument "they both can't really happen", you fail to really prove it.

I respect your opinion, but don't knock other peoples opinions when yours has far too many flaws.
 

It isn't realism I'm after (at least not for this arguement). It's a certain involvement in the story you won't get if there's that big a safety net involved.

Like Molonel is saying, you've just got a different safety net from others. You don't like this particular safety net, and that's fine, but unless your characters are dying in droves and switching out characters on a near-weekly basis at the mid-to-high levels, you have another safety net in place. For some people it's action points, for some people it's karma, for some, they just don't throw tough or deadly monsters/villains at their party. Whatever safety net you use, you're going to loose some realism in favor of character continuity.

DonTadow said:
They don't do it because its shoddy and crappy writing. It's too unbelievable and opens up far too many cans of worms.

It isn't necessarily shoddy and crappy writing. Think of Dante, think of Buffy, think of any NUMBER of superhero comic books where the defeated foe rises again. Even LotR had resurrection of a sort: Sauron, destroyed, was trying to come back. Think of biblical stories, not necessarily Jesus, but Lazarus. Think of the Phoenix, rising from its own destruction. Think of the un-killable hydra, the troll who could regrow any part of himself, the hero who was made immortal rather than die (hundreds of classical mythological exapmles). Think of Satan after the fall, think of any character who was bloodied and beaten, but managed to come back from the brink, sometimes once, sometimes hundreds of times. Heck, even Frodo may have been "resurrected" by the elves when he was poisoned.

Resurrection is there, just as it is in D&D: characters fail at their goals and are seemingly destroyed, but they come back, ready to face the challenges again. But this point is entirely separate from the point of the thread, because good writing, as has been said millions of times, does not make for good gaming.

Odd, we both like the same thing, but your way really doesn't achieve that effectively. Not my opinion, but a fact considering no other medium uses resurrection to symbolize heroic acts. How much of a threat is death when I can go to the corner store temple and buy a resurrection fairly cheap, by traditional treasure standards. You say this is a tomato/tomato evidence, but outside of the argument "they both can't really happen", you fail to really prove it.

But you're wrong. Resurrection, under the guise of "almost died" exists almost everyplace in heroic fiction. Any character brought back from the brink of demise whole (or nearly so) has undergone D&D-style resurrection.
 
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SAdly, you've yet to provide an example. The strongest thing you said you had was SG1, a scifi show that within its own mythos has stated that there's nothing resurrection about the sarcophagus. If you put a dead body in one, its going to stay dead.

As an avid fan of Stargate, I must say that you are very wrong on this matter. The shows internal mythos is quite clear on the fact that the Sarcophagus can rapidly heal injuries, extend lifespans and resurrect the recently deceased.
 

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