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General Tabletop Discussion
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Is RAISE DEAD (etc.) too readily available in most D&D campaigns?
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<blockquote data-quote="molonel" data-source="post: 3345816" data-attributes="member: 10412"><p>Resurrection is certainly a fantasy element. Because it is fantasy. It's not reality. It happens in fantasy stories, and you can argue how much or how little or how often or at what level, but it happens and we've provided examples of that. You just keep reshaping the question and cooking the books until you get the answer you want and your answer sounds like the only right one.</p><p></p><p></p><p></p><p>You are nitpicking, and it's only mildly annoying. I'll joke as I please, because the whole idea that you've discovered some better, purer form of gaming simply because you use Fudging Method A rather than Fudging Method B when we're all sitting around a table acting like we're dwarves and elves is so silly that I can't entirely take this discussion seriously.</p><p></p><p>You're going to keep asking for other examples until you've eliminated the pool of any contenders, and then stand victorious.</p><p></p><p>The primary reason most stories don't need resurrections is because the characters will never die until the author says so. You obviously prefer GM/DM fiat to an available mechanic that allows story continuity. I can respect that, and it's a valid form of gaming. But I'm also glad the game is adaptable enough to allow for your style of gaming but not pandering to it, because the way that characters can be brought back from the dead in D&D right now works, and there's nothing wrong with it.</p><p></p><p></p><p></p><p>And your comments have me wondering if there is a missing broomstick somewhere on this forum. I have a pretty good idea where it is, too. Get over yourself. </p><p></p><p></p><p></p><p>Fudging is cheating. You are cheating death. Your charater, or your players's characters, should die. Multiple times. They are going through circumstances that would kill ANY human being, and rather than emerging shattered, with pulverized bones and staring at the wall, and requiring a nursemaid to feed them through a straw 3 times a day and change their bedpan, or instead of holding funeral services, they spring up fresh as a daisy and ready to do battle again. </p><p></p><p>I understand your mechanics perfectly well, and I've used them. I call them cheating because they are cheating. I also call resurrection cheating death, because it does. Both are acceptable forms of cheating that allow story continuity. Both are extremely unrealistic. Neither is superior to the other. One is chocolate ice cream, and the other is strawberry ice cream. But they are both ice cream. Or rather, fudge. </p><p></p><p></p><p></p><p>This shows no lack of understanding on my part. It is a device that allows the plot to move along when it was otherwise stop with the death of a character. Yes, it has other uses. But this is one of its uses, and you are nitpicking to avoid the obvious.</p><p></p><p></p><p></p><p>D&D is a realistic world? Since when?</p><p></p><p>I don't go to D&D for realism!</p><p></p><p>I go for adventure! Swinging swords and blowing things up. I go for lots of things - story, time with my buds drinking Mt. Dew and scarfing down cold pizza - but realism? No. Not a chance. Verisimilitude is important, but I couldn't care less about realism.</p><p></p><p>Most of the DMs I play with do NOT hand-wave requirements for Raise Dead, and I've seen plenty of permanent deaths in D&D. They can be dramatic, and prior to 9th level (halfway through non-epic) it usually means starting over with your character. That's not always fun, but it flies in the face of your analysis that it's cheap, easy and unrealistic. By the book, 9th level clerics do not grow on trees.</p><p></p><p>Death is not a problem in D&D. It's a reality, and the game allows expensive and costly mechanics to bring characters back as the game grows and your investment in the character grows. </p><p></p><p></p><p></p><p>Like I said, you prefer your brand of unrealism and unreality to mine. That's awesome. Rock on with your badass self. You sidle back and forth between "It's too easy!" and "It's so unrealistic because the components are so hard to find so that the DM has to fiat finding them!" depending on what suits your argument at the moment. You feel that your method is cheaper, easier and allows for less downtime. I prefer games where death is a real, ever-present threat and the possibility of losing your character for a large portion of the game is there. You say to-MA-toe, I saw to-MAH-toe.</p></blockquote><p></p>
[QUOTE="molonel, post: 3345816, member: 10412"] Resurrection is certainly a fantasy element. Because it is fantasy. It's not reality. It happens in fantasy stories, and you can argue how much or how little or how often or at what level, but it happens and we've provided examples of that. You just keep reshaping the question and cooking the books until you get the answer you want and your answer sounds like the only right one. You are nitpicking, and it's only mildly annoying. I'll joke as I please, because the whole idea that you've discovered some better, purer form of gaming simply because you use Fudging Method A rather than Fudging Method B when we're all sitting around a table acting like we're dwarves and elves is so silly that I can't entirely take this discussion seriously. You're going to keep asking for other examples until you've eliminated the pool of any contenders, and then stand victorious. The primary reason most stories don't need resurrections is because the characters will never die until the author says so. You obviously prefer GM/DM fiat to an available mechanic that allows story continuity. I can respect that, and it's a valid form of gaming. But I'm also glad the game is adaptable enough to allow for your style of gaming but not pandering to it, because the way that characters can be brought back from the dead in D&D right now works, and there's nothing wrong with it. And your comments have me wondering if there is a missing broomstick somewhere on this forum. I have a pretty good idea where it is, too. Get over yourself. Fudging is cheating. You are cheating death. Your charater, or your players's characters, should die. Multiple times. They are going through circumstances that would kill ANY human being, and rather than emerging shattered, with pulverized bones and staring at the wall, and requiring a nursemaid to feed them through a straw 3 times a day and change their bedpan, or instead of holding funeral services, they spring up fresh as a daisy and ready to do battle again. I understand your mechanics perfectly well, and I've used them. I call them cheating because they are cheating. I also call resurrection cheating death, because it does. Both are acceptable forms of cheating that allow story continuity. Both are extremely unrealistic. Neither is superior to the other. One is chocolate ice cream, and the other is strawberry ice cream. But they are both ice cream. Or rather, fudge. This shows no lack of understanding on my part. It is a device that allows the plot to move along when it was otherwise stop with the death of a character. Yes, it has other uses. But this is one of its uses, and you are nitpicking to avoid the obvious. D&D is a realistic world? Since when? I don't go to D&D for realism! I go for adventure! Swinging swords and blowing things up. I go for lots of things - story, time with my buds drinking Mt. Dew and scarfing down cold pizza - but realism? No. Not a chance. Verisimilitude is important, but I couldn't care less about realism. Most of the DMs I play with do NOT hand-wave requirements for Raise Dead, and I've seen plenty of permanent deaths in D&D. They can be dramatic, and prior to 9th level (halfway through non-epic) it usually means starting over with your character. That's not always fun, but it flies in the face of your analysis that it's cheap, easy and unrealistic. By the book, 9th level clerics do not grow on trees. Death is not a problem in D&D. It's a reality, and the game allows expensive and costly mechanics to bring characters back as the game grows and your investment in the character grows. Like I said, you prefer your brand of unrealism and unreality to mine. That's awesome. Rock on with your badass self. You sidle back and forth between "It's too easy!" and "It's so unrealistic because the components are so hard to find so that the DM has to fiat finding them!" depending on what suits your argument at the moment. You feel that your method is cheaper, easier and allows for less downtime. I prefer games where death is a real, ever-present threat and the possibility of losing your character for a large portion of the game is there. You say to-MA-toe, I saw to-MAH-toe. [/QUOTE]
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Is RAISE DEAD (etc.) too readily available in most D&D campaigns?
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