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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="Azgulor" data-source="post: 3339114" data-attributes="member: 14291"><p>This would make Raise Dead a <em>little</em> easier to tolerate for me. Every D&D campaign I've run has lost steam at higher levels (9+). When I've asked players as to why, the most frequent complaints were:</p><p>1- Raise dead. There is no fear of losing a character. Actually, no fear of losing multiple charcters, so long as some can bring (or arrange to bring) the others back. Character death becomes a nuissance, an annoyance where the PC is forced to have their character sit out for a while.</p><p>2- Teleport. The danger of the journey disappears. The race against time evaporates and every tactical encounter is undermined (I've been told this even when it's working to the PC'S advantage!). Everything devolves down to hit-and-run 'port in and attack, 'port out when/if things get rough.</p><p></p><p>I'm aware there are multiple in-game ways of dealing with these types of complaints. I've used them. This then leads to complaint #3. The versimmiltude of the game world suffers. Big time. Players begin to think back on past events and retroactively discuss how the tactics of higher level foes or allies should have been handled differently. They don't want a world that "scales with them" - meaning the world works differently as they rise in level. They wanted consistency.</p><p></p><p>This is what ultimately drove me away from D&D. I'll only play RAW core D&D if I have to. Variant magic systems such as those found in True Sorcery, Grim Tales, Thieves' World, Sovereign Stone, and Elements of Magic are what I prefer. They give me the ability to use what I want, scale what I need to, and drop what I don't want to use.</p><p></p><p>Azgulor</p></blockquote><p></p>
[QUOTE="Azgulor, post: 3339114, member: 14291"] This would make Raise Dead a [I]little[/I] easier to tolerate for me. Every D&D campaign I've run has lost steam at higher levels (9+). When I've asked players as to why, the most frequent complaints were: 1- Raise dead. There is no fear of losing a character. Actually, no fear of losing multiple charcters, so long as some can bring (or arrange to bring) the others back. Character death becomes a nuissance, an annoyance where the PC is forced to have their character sit out for a while. 2- Teleport. The danger of the journey disappears. The race against time evaporates and every tactical encounter is undermined (I've been told this even when it's working to the PC'S advantage!). Everything devolves down to hit-and-run 'port in and attack, 'port out when/if things get rough. I'm aware there are multiple in-game ways of dealing with these types of complaints. I've used them. This then leads to complaint #3. The versimmiltude of the game world suffers. Big time. Players begin to think back on past events and retroactively discuss how the tactics of higher level foes or allies should have been handled differently. They don't want a world that "scales with them" - meaning the world works differently as they rise in level. They wanted consistency. This is what ultimately drove me away from D&D. I'll only play RAW core D&D if I have to. Variant magic systems such as those found in True Sorcery, Grim Tales, Thieves' World, Sovereign Stone, and Elements of Magic are what I prefer. They give me the ability to use what I want, scale what I need to, and drop what I don't want to use. Azgulor [/QUOTE]
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Is RAISE DEAD (etc.) too readily available in most D&D campaigns?
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