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*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: 3344880" data-attributes="member: 22622"><p>There's a big difference between fudging and an optional rules mechanic. Fudging implies that you push the dice roll whatever way you want, ignoring the mechanical rules of the game. That is NOT what action points and luck attributes do. Luck and action points add the "heroic luck" factor that you often see in movies. Again, you show me a movie where they consistently get a character resurrected (and please don't mention the quest for spock) and I will gladly give your argument a bone. </p><p></p><p>Now, action points and fate cards ( or whatever you use) are limited. Players only get a certain amount and even then only at certain times (usually once per limited). They have set limits, in particular a die roll to increase a save or multiple cards to stabilize or reroll a stabilization. This is the most accurate way to replicate the "how'd the heck that hero stave off the poison" scenes you often see in movies and such. It's the thing in my games that separates the heroes from the common mooks. </p><p></p><p>Again, I can't think of a non dungeons and dragons media where easy to use resurrection is appart of the story. I'd like to say it makes it more of a board game, but there are few board games with the light penalties as d and d's resurrection rules. Done right, the resurrection rules should not be a problem, but dms and players who use them often abuse them. A good story telling DM would probably only allow it less than 5 percent of the time if they consider the concept of the character "wanting" to come back. Only someone playing a game would think their character would voluntarily leave bliss for the mortal world.</p></blockquote><p></p>
[QUOTE="DonTadow, post: 3344880, member: 22622"] There's a big difference between fudging and an optional rules mechanic. Fudging implies that you push the dice roll whatever way you want, ignoring the mechanical rules of the game. That is NOT what action points and luck attributes do. Luck and action points add the "heroic luck" factor that you often see in movies. Again, you show me a movie where they consistently get a character resurrected (and please don't mention the quest for spock) and I will gladly give your argument a bone. Now, action points and fate cards ( or whatever you use) are limited. Players only get a certain amount and even then only at certain times (usually once per limited). They have set limits, in particular a die roll to increase a save or multiple cards to stabilize or reroll a stabilization. This is the most accurate way to replicate the "how'd the heck that hero stave off the poison" scenes you often see in movies and such. It's the thing in my games that separates the heroes from the common mooks. Again, I can't think of a non dungeons and dragons media where easy to use resurrection is appart of the story. I'd like to say it makes it more of a board game, but there are few board games with the light penalties as d and d's resurrection rules. Done right, the resurrection rules should not be a problem, but dms and players who use them often abuse them. A good story telling DM would probably only allow it less than 5 percent of the time if they consider the concept of the character "wanting" to come back. Only someone playing a game would think their character would voluntarily leave bliss for the mortal world. [/QUOTE]
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Community
General Tabletop Discussion
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Is RAISE DEAD (etc.) too readily available in most D&D campaigns?
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