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Is RAISE DEAD (etc.) too readily available in most D&D campaigns?
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<blockquote data-quote="Storyteller01" data-source="post: 3347165" data-attributes="member: 20931"><p>Depends on how you travel. Renting a boat or carriage to Waterdeep is hardly difficult. Eberron provides magic trains and airships. Base Greyhawk campaigns have trade caravans (comfy if you pay well, and you don't have to stand watch).</p><p></p><p></p><p></p><p></p><p>And the RAW has stats for how many such area are available with a give popluation. It isn't based on surface area or terrain. Unless you limit your world popluation to only a few thousand there will be a city or metropolis around. And we've already covered how easy it is to get to one.</p><p></p><p> </p><p></p><p>And they don't offer options to the contrary. It's all designed around the 'go to dungeon, get loot, get back home' approach. They've stated as such in their marketing campaigns. You have to deny these option to a player, not build them into the system.</p><p></p><p></p><p></p><p>Nope. That's marketing. Used to be it took an exceptional amount of time to get to high levels. Now you can make it in 2 years real time, provided you don't get bored around 8th to 11th level. The RAW was designed to make Raising easier to obtain and use. You say that the gem and the level loss is bad. Would you play with system shock (the spell might be wasted) or automatic constitution loss? How about aging a year every time you use haste? These penalties were removed for a reason.</p><p></p><p></p><p></p><p>Nope, not skewed. Just the rules as written...</p><p></p><p>Your're claiming that areas able to use the Raise spells are few and far to get to in your campaign. Per the RAW, a village will have several scrolls of Gentle Ropse around. Not one, many. A village... more than one... at 150 per spell, at three to four days each, regardless of whether there's a caster on site. More if there is, and possibly with a greater duration.</p><p></p><p>Nothing in the RAW stops any of your casters from obtaining the scrolls. Find a means of travelling to the needed area (also provided in the RAW, and extremely cheap for a PC), and get the required spells. If you're saying that it isn't available, you are the one preventing this. The RAW has provided the means, YOU have to tell them no.</p><p></p><p></p><p></p><p>It may be silly, but that is the system in place. You have to tell your players that they can't use the option. They don't have to stretch to find it. The map is pretty much laid out for them via the rules.</p><p></p><p></p><p>Never said you were acting freakish or strange. You play the way you do. But if you're pulling 'good luck getting to the church on time, or getting the materials you need, or finding that caster...' you're not using the RAW. You're using the 'but this is a DM's option' clause and running with it. You've used rule 0.</p></blockquote><p></p>
[QUOTE="Storyteller01, post: 3347165, member: 20931"] Depends on how you travel. Renting a boat or carriage to Waterdeep is hardly difficult. Eberron provides magic trains and airships. Base Greyhawk campaigns have trade caravans (comfy if you pay well, and you don't have to stand watch). And the RAW has stats for how many such area are available with a give popluation. It isn't based on surface area or terrain. Unless you limit your world popluation to only a few thousand there will be a city or metropolis around. And we've already covered how easy it is to get to one. And they don't offer options to the contrary. It's all designed around the 'go to dungeon, get loot, get back home' approach. They've stated as such in their marketing campaigns. You have to deny these option to a player, not build them into the system. Nope. That's marketing. Used to be it took an exceptional amount of time to get to high levels. Now you can make it in 2 years real time, provided you don't get bored around 8th to 11th level. The RAW was designed to make Raising easier to obtain and use. You say that the gem and the level loss is bad. Would you play with system shock (the spell might be wasted) or automatic constitution loss? How about aging a year every time you use haste? These penalties were removed for a reason. Nope, not skewed. Just the rules as written... Your're claiming that areas able to use the Raise spells are few and far to get to in your campaign. Per the RAW, a village will have several scrolls of Gentle Ropse around. Not one, many. A village... more than one... at 150 per spell, at three to four days each, regardless of whether there's a caster on site. More if there is, and possibly with a greater duration. Nothing in the RAW stops any of your casters from obtaining the scrolls. Find a means of travelling to the needed area (also provided in the RAW, and extremely cheap for a PC), and get the required spells. If you're saying that it isn't available, you are the one preventing this. The RAW has provided the means, YOU have to tell them no. It may be silly, but that is the system in place. You have to tell your players that they can't use the option. They don't have to stretch to find it. The map is pretty much laid out for them via the rules. Never said you were acting freakish or strange. You play the way you do. But if you're pulling 'good luck getting to the church on time, or getting the materials you need, or finding that caster...' you're not using the RAW. You're using the 'but this is a DM's option' clause and running with it. You've used rule 0. [/QUOTE]
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Is RAISE DEAD (etc.) too readily available in most D&D campaigns?
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