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.