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Is RAISE DEAD (etc.) too readily available in most D&D campaigns?
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<blockquote data-quote="DonTadow" data-source="post: 3349537" data-attributes="member: 22622"><p>Agreed</p><p></p><p></p><p></p><p> </p><p>Yes, and I"m saying that this diviates from typical dungeons found in typical dungeon settings. True, you can make whatever you want. You can do whatever you want. But its poor world design if there's no reasoning behind it. Tossing a dungeon into the middle of an exotic never before touched, 10 days away with any possible known means of transportation place just to make it harder on your players because its in your notes is ironically the kind of dm fiat that you say you don't like. </p><p> Upper level like 8th or 9th? A smart party researches every dungeon and at least can get 2nd hand knowledge about adungeon making easier teleports. They can also find way points making the journey eiser. But of course, we're not talking about on the way to the dungeon, we're talkinga bout on the way back, places they already know and have enteracted with. I"m also thinking of lesser teleports which can be used for hopping long distances a day. </p><p></p><p>Erok. Making a world with no reasoning for things other than it doesnt fit into your plans. Sounds like fiatting to me. </p><p></p><p></p><p> You've yet to prove that resurrection is difficult to cast. What you have proven is that you're the dm you can do what you want. Which no one is discounting. But you've yet to convince anyone that rampant availability to ressurection is not poor world design if it does not play a factor in the creation of the world. </p><p> I can ride a bike or I can drive a corvette. The point of this thread is is ressurection in campaigns too easy, to which the answer is yes. But ressurection spells do not compare to fate points which have little to do in bringing acharacter back from death. The two don't compare. </p><p>Ressurection = Character has to be dead</p><p>Fate points = Character is never dead</p><p>Ressurection = to find, cast, and pay for, one use </p><p>Fate points = easier and usually used on performing extrodinary abilities</p><p>Ressurection = (rampantly found in none to few medium) medium that it is found in usually epic</p><p>Fate points= heroic unexplained acts are well documented historically, fictionaally and bibically. I</p><p></p><p>The two things couldn't be miles apart. </p><p>Fiat technically is the rules. So no ones arguing if you're not playing within the rules or not. HOwever, what you are doing is fiatting for selfish purposes. </p><p></p><p></p><p> I'm saying 10 days by normal travel. And even then, why there is no other form of transportation. Perhaps at levels 1 to 5 but surely not after that. Sounds like your players go through these extraordinarily long 11 day journeys so you can show how "epic" the dungeon is, despite the unbelievability of world design. </p><p> Sounds like you use one problem to fix another. Railroading to make your adventure epic instead of letting it be strong enough to be epic all on its own. </p><p></p><p></p><p> Again, this shows a lack of understanding of the mechanic. I can say I've played in resurrection and action point campaigns. Action points have very little relevance on actual death. What it does do is take down the lucky one or two die deaths that bog down the game. Of course, I didn't event this system, you probably want to talk to Monte, Skip and other talented d and d designers who all have version of an action/fate system in their games. </p><p></p><p></p><p></p><p>By world design, that is how you describe it. YOur players don't see the eight hundred pound gorilla in the room. Mine would. Its no shot at you, but my players expect a higher caliber of world design than handwaving stuff because its "fantasy" (jazz hands). </p><p></p><p>Death does not have to be compensated. Its real, its horrible and its permanent. It's not to be played with. If a hero is beat for 45 points of damage, there's no way of getting around dying, action card or resurrection. There is no balance. Players who want to play a game see ressurection as a balance to death. Players who want to create their own fantasy story see ressurection as an amazing n cheat to the natural order of things. </p><p></p><p></p><p></p><p></p><p></p><p></p><p> Again, anything can make sense if you never touch on it. Perhaps I am the nerdy student preaching about proper game design. I can't tell you how many conventions I dm at and i hear the stories that players don't tell their DM's. This doesn't make sense and this doesn't make sense. eh. If your players are happy fine. I'm all about helping them reach the nirvana of gaming every time. Which means no plot holes, no world holes. Perhaps my expectations are too high. </p><p></p><p></p><p></p><p> I don't doubt that you are mature, intelligent and imaginative. And i dont doubt that your players like your game. Yet you have yet to argue a logical point to this ressurection thing other than I am the DM and I can make it however I want.YOu've yet to even prove the OP's question. You seem to come from a PCs point of view. Yet world design consists of the whole world. Yeah the pcs are far and away in whatever land that can't reach a temple in 10 days by any means. But what about the clerics, priests and kings. The nobles. The rich people. The evil guys. I'm back to my Original point that it makes it unbelievable. Action poitns, only heroes get them. THey are the things that make the difference between the main protagonists and the side character. </p><p></p><p>My position is weak and vuneralble</p><p>REssurection and Raise Dead too cheap to cast ::checK::</p><p>REssurection and Raise Dead is too easy to find ::check::</p><p>REssurection and Raise Dead makes for some unexplainable world design ::check::</p><p></p><p>I'm sorry, thats my point in a nutshell. And you've yet to disprove a single one. Other than the fact that you are the dm and you make it so, which opens a c aviate of other world design problems. </p><p></p><p>Again, you have yet to argue a good point you simply go into the uh huh and you're a meanie argument. I"m not saying your game is not good, its cute and i'm sure the players play because their friends and they like hanging out with you. But I play with a different caliber of players. A lot of DMs on enworld do. I take pride in logical game design. When I see a local DM like you, try to argue that somethingobvious isn't that bad, i kinda chuckle because these players come to my table and begin to tell me how they hate this and that about their DM. Most of the time its something simple, something that can easily be explained or fixed. </p><p></p><p>Inthe beginning of this discussion I said my peace. It was not until you attempting to compare unrelatable game terms that I cringe.</p></blockquote><p></p>
[QUOTE="DonTadow, post: 3349537, member: 22622"] Agreed Yes, and I"m saying that this diviates from typical dungeons found in typical dungeon settings. True, you can make whatever you want. You can do whatever you want. But its poor world design if there's no reasoning behind it. Tossing a dungeon into the middle of an exotic never before touched, 10 days away with any possible known means of transportation place just to make it harder on your players because its in your notes is ironically the kind of dm fiat that you say you don't like. Upper level like 8th or 9th? A smart party researches every dungeon and at least can get 2nd hand knowledge about adungeon making easier teleports. They can also find way points making the journey eiser. But of course, we're not talking about on the way to the dungeon, we're talkinga bout on the way back, places they already know and have enteracted with. I"m also thinking of lesser teleports which can be used for hopping long distances a day. Erok. Making a world with no reasoning for things other than it doesnt fit into your plans. Sounds like fiatting to me. You've yet to prove that resurrection is difficult to cast. What you have proven is that you're the dm you can do what you want. Which no one is discounting. But you've yet to convince anyone that rampant availability to ressurection is not poor world design if it does not play a factor in the creation of the world. I can ride a bike or I can drive a corvette. The point of this thread is is ressurection in campaigns too easy, to which the answer is yes. But ressurection spells do not compare to fate points which have little to do in bringing acharacter back from death. The two don't compare. Ressurection = Character has to be dead Fate points = Character is never dead Ressurection = to find, cast, and pay for, one use Fate points = easier and usually used on performing extrodinary abilities Ressurection = (rampantly found in none to few medium) medium that it is found in usually epic Fate points= heroic unexplained acts are well documented historically, fictionaally and bibically. I The two things couldn't be miles apart. Fiat technically is the rules. So no ones arguing if you're not playing within the rules or not. HOwever, what you are doing is fiatting for selfish purposes. I'm saying 10 days by normal travel. And even then, why there is no other form of transportation. Perhaps at levels 1 to 5 but surely not after that. Sounds like your players go through these extraordinarily long 11 day journeys so you can show how "epic" the dungeon is, despite the unbelievability of world design. Sounds like you use one problem to fix another. Railroading to make your adventure epic instead of letting it be strong enough to be epic all on its own. Again, this shows a lack of understanding of the mechanic. I can say I've played in resurrection and action point campaigns. Action points have very little relevance on actual death. What it does do is take down the lucky one or two die deaths that bog down the game. Of course, I didn't event this system, you probably want to talk to Monte, Skip and other talented d and d designers who all have version of an action/fate system in their games. By world design, that is how you describe it. YOur players don't see the eight hundred pound gorilla in the room. Mine would. Its no shot at you, but my players expect a higher caliber of world design than handwaving stuff because its "fantasy" (jazz hands). Death does not have to be compensated. Its real, its horrible and its permanent. It's not to be played with. If a hero is beat for 45 points of damage, there's no way of getting around dying, action card or resurrection. There is no balance. Players who want to play a game see ressurection as a balance to death. Players who want to create their own fantasy story see ressurection as an amazing n cheat to the natural order of things. Again, anything can make sense if you never touch on it. Perhaps I am the nerdy student preaching about proper game design. I can't tell you how many conventions I dm at and i hear the stories that players don't tell their DM's. This doesn't make sense and this doesn't make sense. eh. If your players are happy fine. I'm all about helping them reach the nirvana of gaming every time. Which means no plot holes, no world holes. Perhaps my expectations are too high. I don't doubt that you are mature, intelligent and imaginative. And i dont doubt that your players like your game. Yet you have yet to argue a logical point to this ressurection thing other than I am the DM and I can make it however I want.YOu've yet to even prove the OP's question. You seem to come from a PCs point of view. Yet world design consists of the whole world. Yeah the pcs are far and away in whatever land that can't reach a temple in 10 days by any means. But what about the clerics, priests and kings. The nobles. The rich people. The evil guys. I'm back to my Original point that it makes it unbelievable. Action poitns, only heroes get them. THey are the things that make the difference between the main protagonists and the side character. My position is weak and vuneralble REssurection and Raise Dead too cheap to cast ::checK:: REssurection and Raise Dead is too easy to find ::check:: REssurection and Raise Dead makes for some unexplainable world design ::check:: I'm sorry, thats my point in a nutshell. And you've yet to disprove a single one. Other than the fact that you are the dm and you make it so, which opens a c aviate of other world design problems. Again, you have yet to argue a good point you simply go into the uh huh and you're a meanie argument. I"m not saying your game is not good, its cute and i'm sure the players play because their friends and they like hanging out with you. But I play with a different caliber of players. A lot of DMs on enworld do. I take pride in logical game design. When I see a local DM like you, try to argue that somethingobvious isn't that bad, i kinda chuckle because these players come to my table and begin to tell me how they hate this and that about their DM. Most of the time its something simple, something that can easily be explained or fixed. Inthe beginning of this discussion I said my peace. It was not until you attempting to compare unrelatable game terms that I cringe. [/QUOTE]
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