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

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


  • Poll closed .
J-Dawg said:
If we're trying to peg PC death as comparable to availability of D&D minis, I'd say in our campaigns they range from uncommon to rare.
Actually, I was thinking of AD&D1 monster frequency :-) If I remember correctly, that puts it at about a 15% chance of encountering a death when in the appropriate environment (like a serious battle).

Using the D&D minis analogy, uncommon means that death would come up, what, 2-3 times per package? :-) Even rare comes up 1 every time.

Quasqueton
 

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Quasqueton said:
Using the D&D minis analogy, uncommon means that death would come up, what, 2-3 times per package? :-) Even rare comes up 1 every time.
Heh. So then it becomes a question of what's analogeous to a package. A single encounter? A session? And entire module or adventure? :p
 

Yes, I think that returning from the dead is generally too common in D&D, so in my game I raised the level of all spells that do so by either 1 or 2 levels (I forget which), with True Resurrection being unavailable.

I'll have to say, this thread seems to have a lot more good ideas for alternate ways to handle this issue than your average Raise Dead/Resurrection thread, I think I will have to save a link to it to review next time I am starting a new campaign.
 

Depends on it's overall use.

As a method to bring back characters who can benefit from Raise Dead? No.

As a method of bringing back NPCs in a campaign who are high level/powerful/rich and should have easy access to it? Yes.
 

I voted usually no, as their is a cost for characters and it does require some effort for a party to get this done. Note that it can also be a matter of finding someone willing to cast the spell on a character. So, it may take some effort to convince someone that an unknown PC is worth the effort. (This can be true if their is animosity to a PC or his race. For example, a drow character is going to need very good "personal references" before most good aligned clerics will resurrect him. The PCs might well have to pay for the Commune spell that the cleric will likely cast to check on resurrecting this character, and wait for the cleric to gain some proof that he is not resurrecting an enemy.)

I think that the D&D game covers a variety of possible stories. Teleport does not always equal taking the danger out of travel. For one thing, you need to know where you are going. Also, there are works where characters can teleport and it is merely a matter of getting into danger more quickly.

Similarly, raise dead can handle bad luck, DMs over doing it, and other potential problems at the game table. I think that it might be appropriate, depending on the campaign, to limit the spell's use or to have consequences for its casting. Sometimes, these consequences might be having the PCs perform a quest for the cleric or engage in a life long mission. (See The Guardians of the Flame series.) I think what works best for each world and game table works best. What is verisimiltude at one game table may be nonsense at another game table.
 

I'd say yes, but its a necessity in the system, with save or die effects appearing at that time (or before even).

Id prefer to see a Fate, Hero Point, Luck etc system put in place that reduces the frequency of death. At the same time, magics capable of returning the dead back to life should be considerably more rare. In general, characters would die much less frequently, but it would mean something when they do. At least more than the current trip to Divine Dave's Drive Thru Resurrection and Chicken Shack it entials in standard rules.
 

ehren37 said:
I'd say yes, but its a necessity in the system, with save or die effects appearing at that time (or before even).

Id prefer to see a Fate, Hero Point, Luck etc system put in place that reduces the frequency of death. At the same time, magics capable of returning the dead back to life should be considerably more rare. In general, characters would die much less frequently, but it would mean something when they do. At least more than the current trip to Divine Dave's Drive Thru Resurrection and Chicken Shack it entials in standard rules.

Yeah, I have been using Luck points inspired by Unearthed Arcana and I have to say it has already prevented at least 3 character deaths in about 4 months of use.
 

William drake said:
How offten are you killing your players is the question? there are countless ways to whoop-on players, make the combat dangerous and gritty without killing them every other game. Siimply saying "Wow, ouch, yes..the Troll hit you, now your unconcsious so you can't see what happens." turning to the other players the Dm Says, "you see his body hit square in the chest, doubled over, then grabbed by the back of his shoulder and thrown out the cave, his shins snapping on the rocks before he vanishes." Now, when the combat is over, the players find out that the knockedout guy, is seriously wounded, and will take along time to heal natrually without magical or medical aide. This way, the knocked out player didn't get the Xp, or the gold, but didn't die, and ended upw ith alot of wounds that will cost him to fix. He'll be smarter for it next time.

He should definitely get gold and xp. He helped in the encounter, didn't he? Even PCs that die get XP from the encounter in which they died. And, its not just about hitting hard.

What happens when the enemy wizard drops a fireball/coldball/lightningball on the wizard PC? If they're equal level, and the PC has a 14 Con, then there's a very good chance he'll die. What about when the disintegrates start flying? What about finger of death and all the other instant kill spells and abilities that monsters have? Illithids sucking out brains and assassins using death attacks.

It's one thing to change your game so that these things don't happen often. It's a whole other thing to change them in your game so they don't exist and then expect that what you've done is the norm for everyone playing the game Dungeons and Dragons. I seriously doubt that is the case.
 

in most of my settings it is not easy to Raise someone. Normally you would be apporaching 12th-15th level before you would even begin to think about it. Then again it all depends on what the characters are doing. If the killed character was doing work that pleased the gods in the setting well enough, one of them may raise them.

However, I think in standard D&D campaigns, it does tend to be overly easy to Raise someone.
 


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