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General Tabletop Discussion
*TTRPGs General
Is RAISE DEAD (etc.) too readily available in most D&D campaigns?
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<blockquote data-quote="DonTadow" data-source="post: 3339033" data-attributes="member: 22622"><p>D and D is still a game. And one of the main goals for a player should be not to die. If players are dying all the time, left and right there's a Play problem or a dm problem. The game is not designed to "consistently" lose, considering the high sacrifices for non altered raise spells. Making Raise Dead more difficult (must be done in a temple, must be done a certain time after death (one hour, one day, one week) and characters who are raised from the dead come back "different" (for buffy fans think of the sixth season). To offset the balance the players receive action cards that allow them to boost and reroll rolls. This eliminates the "reason" a player dies on bad luck. Case in point, a player died htis weekend from -35 damage, this was a player move in that the player refused to give up or retreat for the good of the party. A rare death that depended onthe players moves, not luck or "dm shinanigans". However, in the same game a player was killed to -22 damage because of a failed fortitude roll. He had two action cards and used it to add 5(1d6) to his roll and escape a fiery death. </p><p></p><p>I have a hard time conceptually visualizing a world with easy raise dead, because no one with money and power would die, eventually leading to over population. Soon diamonds would become more expensive and rare. Sure PCs lose a level, but who cares how many levels are loss to an NPC who doesn't adventure.</p></blockquote><p></p>
[QUOTE="DonTadow, post: 3339033, member: 22622"] D and D is still a game. And one of the main goals for a player should be not to die. If players are dying all the time, left and right there's a Play problem or a dm problem. The game is not designed to "consistently" lose, considering the high sacrifices for non altered raise spells. Making Raise Dead more difficult (must be done in a temple, must be done a certain time after death (one hour, one day, one week) and characters who are raised from the dead come back "different" (for buffy fans think of the sixth season). To offset the balance the players receive action cards that allow them to boost and reroll rolls. This eliminates the "reason" a player dies on bad luck. Case in point, a player died htis weekend from -35 damage, this was a player move in that the player refused to give up or retreat for the good of the party. A rare death that depended onthe players moves, not luck or "dm shinanigans". However, in the same game a player was killed to -22 damage because of a failed fortitude roll. He had two action cards and used it to add 5(1d6) to his roll and escape a fiery death. I have a hard time conceptually visualizing a world with easy raise dead, because no one with money and power would die, eventually leading to over population. Soon diamonds would become more expensive and rare. Sure PCs lose a level, but who cares how many levels are loss to an NPC who doesn't adventure. [/QUOTE]
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Community
General Tabletop Discussion
*TTRPGs General
Is RAISE DEAD (etc.) too readily available in most D&D campaigns?
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