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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: 3347357" data-attributes="member: 20931"><p>Nope, but I know what I've seen. Evertone's milage varies.</p><p></p><p></p><p></p><p></p><p>You called me anal, nit-picky, micromanaging, silly and have treated other posters the same. This is conversation used in a civil arguement? </p><p></p><p></p><p></p><p></p><p>Any Dungeon Magazine. Pick a page.</p><p></p><p></p><p></p><p></p><p>This is because you choose to play them this way. By the letter of the rules, it's easier than even you make it (compared to my campaign at any rate).</p><p></p><p> </p><p></p><p>That's just it. The majority of my experience isn't in FR, nor is it for the boards I frequent. Most have the same opinion you do. So do I. The examples I gave you are from core books.</p><p></p><p></p><p></p><p>Doesn't change the fact that every adventure they make has Raise Dead and healing easily available, or assumes you have casters capable of doing the same.</p><p></p><p></p><p></p><p>What you've shown is that we have differeing standards for cheap and easy.</p><p></p><p></p><p></p><p></p><p></p><p>Count yourself lucky. My rules came into being because I also don't prefer it that way.</p><p></p><p></p><p></p><p></p><p>They're pretty straight forward.</p><p></p><p>From the SRD:</p><p><em>In addition, not every town or village has a spellcaster of sufficient level to cast any spell. In general, you must travel to a small town (or larger settlement) to be reasonably assured of finding a spellcaster capable of casting 1st-level spells, a large town for 2nd-level spells, a small city for 3rd- or 4th-level spells, a large city for 5th- or 6th-level spells, and a metropolis for 7th- or 8th-level spells. Even a metropolis isn’t guaranteed to have a local spellcaster able to cast 9th-level spells. </em> </p><p></p><p>Reasonably assured... No percentage roll or defined possibility that there won't be one. In other words, "Expect it to be there unless your DM says otherwise".</p><p></p><p></p><p></p><p></p><p></p><p></p><p>Then show solid evidence to the contrary. They don't have to go to a major metropolis. You just need to make it to a large city; ie any kingdom that the villages and towns center around. Trading, tax collecting, and protective patrols have to originate from somewhere.</p><p></p><p>Per the rules, you can get a ship passage for 1 sp per mile. A coach is 3 cp per mile. If those aren't available, simply wrapping the body and tossing him over a horse will get him where you're going. If there isn't a cleric, you're playing against the assumption made for game design (how do you think CR's came to be?). Even then, the rules allow for you to easily find a potion or scroll to help, just in case. </p><p></p><p>If you're playing that you're too far from civilization to use these, then this is your call. The system is designed to avoid these until you have casters that can raise on their own. </p><p></p><p>A world with w population can expect to have x types of local gatherings (village, city, etc). In those gathering you can reasonably assume to find y items and z magical services. It's your DM's call if it isn't</p></blockquote><p></p>
[QUOTE="Storyteller01, post: 3347357, member: 20931"] Nope, but I know what I've seen. Evertone's milage varies. You called me anal, nit-picky, micromanaging, silly and have treated other posters the same. This is conversation used in a civil arguement? Any Dungeon Magazine. Pick a page. This is because you choose to play them this way. By the letter of the rules, it's easier than even you make it (compared to my campaign at any rate). That's just it. The majority of my experience isn't in FR, nor is it for the boards I frequent. Most have the same opinion you do. So do I. The examples I gave you are from core books. Doesn't change the fact that every adventure they make has Raise Dead and healing easily available, or assumes you have casters capable of doing the same. What you've shown is that we have differeing standards for cheap and easy. Count yourself lucky. My rules came into being because I also don't prefer it that way. They're pretty straight forward. From the SRD: [I]In addition, not every town or village has a spellcaster of sufficient level to cast any spell. In general, you must travel to a small town (or larger settlement) to be reasonably assured of finding a spellcaster capable of casting 1st-level spells, a large town for 2nd-level spells, a small city for 3rd- or 4th-level spells, a large city for 5th- or 6th-level spells, and a metropolis for 7th- or 8th-level spells. Even a metropolis isn’t guaranteed to have a local spellcaster able to cast 9th-level spells. [/I] Reasonably assured... No percentage roll or defined possibility that there won't be one. In other words, "Expect it to be there unless your DM says otherwise". Then show solid evidence to the contrary. They don't have to go to a major metropolis. You just need to make it to a large city; ie any kingdom that the villages and towns center around. Trading, tax collecting, and protective patrols have to originate from somewhere. Per the rules, you can get a ship passage for 1 sp per mile. A coach is 3 cp per mile. If those aren't available, simply wrapping the body and tossing him over a horse will get him where you're going. If there isn't a cleric, you're playing against the assumption made for game design (how do you think CR's came to be?). Even then, the rules allow for you to easily find a potion or scroll to help, just in case. If you're playing that you're too far from civilization to use these, then this is your call. The system is designed to avoid these until you have casters that can raise on their own. A world with w population can expect to have x types of local gatherings (village, city, etc). In those gathering you can reasonably assume to find y items and z magical services. It's your DM's call if it isn't [/QUOTE]
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Is RAISE DEAD (etc.) too readily available in most D&D campaigns?
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