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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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<blockquote data-quote="Storyteller01" data-source="post: 3344273" data-attributes="member: 20931"><p>It's not the same at all. You get one 'get out of jail free' roll. Just one. When you die, roll a d20. That's how many hit points you have left. Use it to get out of dodge or die for real. The 'god roll' has several other uses, so if you rolled to improve your odds somewhere earlier in the game...</p><p></p><p>Most definitely not a free res.</p><p></p><p>The game is supposed to be about flexibility among players. I don't want stories centering around 'remember when you died that time' unless it's tied to 'and the crap we had to go through to pull it off!'. Because of this my players play smarter. They use cover, a player has taken max ranks in heal, and they co-operate more than 'launch the fireball while I charge in'. The 'golden hour' becomes one of the most suspenseful parts of the game (can we stablizie him in time?).</p><p></p><p>Clerics rolling saves to cast: both our divine casters like the change. The rule is that you don't have to memorize spells, but you have to Will save to cast. One worships luck, so it works for his concept. The spell may or may not work, and he has his luck domain rereoll if needs be. The other hates the fact that folks worshipping a god have to memorize spells ahead of time. To him, this change better represents how those praying for miracles would receive them; on the fly and not always when you ask for it.</p><p></p><p>You don't have to play my way if you don't want to, but don't insult the system if the players using it enjoy it.</p><p></p><p>You folks can come down on me for how I play the game but, again, my players enjoy it so far.</p></blockquote><p></p>
[QUOTE="Storyteller01, post: 3344273, member: 20931"] It's not the same at all. You get one 'get out of jail free' roll. Just one. When you die, roll a d20. That's how many hit points you have left. Use it to get out of dodge or die for real. The 'god roll' has several other uses, so if you rolled to improve your odds somewhere earlier in the game... Most definitely not a free res. The game is supposed to be about flexibility among players. I don't want stories centering around 'remember when you died that time' unless it's tied to 'and the crap we had to go through to pull it off!'. Because of this my players play smarter. They use cover, a player has taken max ranks in heal, and they co-operate more than 'launch the fireball while I charge in'. The 'golden hour' becomes one of the most suspenseful parts of the game (can we stablizie him in time?). Clerics rolling saves to cast: both our divine casters like the change. The rule is that you don't have to memorize spells, but you have to Will save to cast. One worships luck, so it works for his concept. The spell may or may not work, and he has his luck domain rereoll if needs be. The other hates the fact that folks worshipping a god have to memorize spells ahead of time. To him, this change better represents how those praying for miracles would receive them; on the fly and not always when you ask for it. You don't have to play my way if you don't want to, but don't insult the system if the players using it enjoy it. You folks can come down on me for how I play the game but, again, my players enjoy it so far. [/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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