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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: 3346134" data-attributes="member: 10412"><p>Game mechanics are like food. Those mechanics might create the sort of environment and imaginative world that someone else wants to play in.</p><p></p><p>For me, myself, I would not play with those rules. To me, the game itself contains enough elements of "heroic luck." Characters have abstract hit points, and saving throws, and there are sometimes luck items and abilities that allow rerolls. </p><p></p><p>If I made Raise Dead - which is actually a pretty crappy spell in the way it hits you so hard with XP loss - that hard to come by, it adds nothing to my game, and I'm going to have to make the game softer and temper it with some sort of "heroic luck" in order to prevent people from dying.</p><p></p><p>I don't want that.</p><p></p><p>Standard wealth tables, and the fact that you can only dispose of magic items at half cost (by RAW) mean that Raise Dead and Resurrection are EXTREMELY expensive spells. Some effects require True Resurrection, which is out of the ability of all but the highest level characters to use or acquire, and usually involve a quest.</p><p></p><p>I had a character in one of my campaigns that was killed at about 12th level by cannibals who dragged away the body. A cleric cohort actually had one gem specifically for Raise Dead, but they didn't have the body, and they found out that the cannibals would consume it in three days in a mystic ritual to make his strength their own. If that happened, he was gone, because nobody had True Resurrection, and when you're on a mission to save the universe you don't have time to go off on a lengthy sidequest to find a perfect 25,000 gp diamond and a cleric capable and willing of using it on your behalf.</p><p></p><p>People here who are so bothered by Raise Dead and similar spells seem to assume that all players have unlimited monetary resources, unlimited access to high level divine spellcasters and unlimited time. I've never played in a game like that, and I agree that it sounds very boring to have unlimited cash, all the time in the world and never face the risk of death.</p><p></p><p>But I've never played in a D&D game like that, nor run one.</p><p></p><p>It strikes me as a straw man, to me.</p></blockquote><p></p>
[QUOTE="molonel, post: 3346134, member: 10412"] Game mechanics are like food. Those mechanics might create the sort of environment and imaginative world that someone else wants to play in. For me, myself, I would not play with those rules. To me, the game itself contains enough elements of "heroic luck." Characters have abstract hit points, and saving throws, and there are sometimes luck items and abilities that allow rerolls. If I made Raise Dead - which is actually a pretty crappy spell in the way it hits you so hard with XP loss - that hard to come by, it adds nothing to my game, and I'm going to have to make the game softer and temper it with some sort of "heroic luck" in order to prevent people from dying. I don't want that. Standard wealth tables, and the fact that you can only dispose of magic items at half cost (by RAW) mean that Raise Dead and Resurrection are EXTREMELY expensive spells. Some effects require True Resurrection, which is out of the ability of all but the highest level characters to use or acquire, and usually involve a quest. I had a character in one of my campaigns that was killed at about 12th level by cannibals who dragged away the body. A cleric cohort actually had one gem specifically for Raise Dead, but they didn't have the body, and they found out that the cannibals would consume it in three days in a mystic ritual to make his strength their own. If that happened, he was gone, because nobody had True Resurrection, and when you're on a mission to save the universe you don't have time to go off on a lengthy sidequest to find a perfect 25,000 gp diamond and a cleric capable and willing of using it on your behalf. People here who are so bothered by Raise Dead and similar spells seem to assume that all players have unlimited monetary resources, unlimited access to high level divine spellcasters and unlimited time. I've never played in a game like that, and I agree that it sounds very boring to have unlimited cash, all the time in the world and never face the risk of death. But I've never played in a D&D game like that, nor run one. It strikes me as a straw man, to me. [/QUOTE]
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Is RAISE DEAD (etc.) too readily available in most D&D campaigns?
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