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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="William Ronald" data-source="post: 3339786" data-attributes="member: 426"><p>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.)</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="William Ronald, post: 3339786, member: 426"] 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. [/QUOTE]
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Community
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Is RAISE DEAD (etc.) too readily available in most D&D campaigns?
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