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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: 3349929" data-attributes="member: 22622"><p>The great thing about logic is its straight forward. My logic is based on world building advice from Gary to Monte to Skip to some great DM's I've had the chance to sit down at the table with. Yours comes from fiat. AGain, because you want to. And no ones arguing that you can't do what you want to do. </p><p></p><p> Put your dungeons where you want to, but have a reason behind it. IN a typical world even the most desolute place is usually not more than 10 days travel if you know where you're going, and again, we're talking on the way back. Everyplace you just listed, an experience party can get back to a city in 10 days from there with the proper preperations. </p><p></p><p>Is having fun enough reason?</p><p></p><p></p><p> Ah what do you do just move the dungeons farther away? </p><p> The difference in styles and games. My players know my games are deadly. They won't just go to the temple of bahamut without probably running through some adventures to figure out its exact location and any other information in side. Of course, this probably proves my point too. Your players really don't care considering they know its a resurrection around the corner if things get dicey. </p><p></p><p></p><p> I'd ask, but you've already said all of your worlds are designed similiarly, which leads me to believe that at some point you're just inventing reasons to spread out your dungeons because you don't want to deal with the effects. But you also said you didn't need any reasons for it. This is just the way you design your worlds. And thats fine. But its not the typical way and by typical i mean equal to published settings by wotc and other professional publishers. </p><p></p><p></p><p></p><p> By difficult to cast I mean difficult to get to and perform a cleric. YOu're right its pretty easy to. </p><p></p><p> I can only deduct from what you tell me. You seem to disagree with me, and i said its poor world design if there is no real reason for it and if every dungeon seems to be this way. YOu disagreed with this statement. The direct opposite of this is that there needs to be no reason. </p><p></p><p></p><p></p><p> And anyone else who likes a rich game world. </p><p></p><p> Luckily your word is probably not as important as the professional game designers I know and talk to on a regular basis who have invented and used the mechanics. Feel free to have an opinion but an opinion is only strengthen by the people who back it.</p></blockquote><p></p>
[QUOTE="DonTadow, post: 3349929, member: 22622"] The great thing about logic is its straight forward. My logic is based on world building advice from Gary to Monte to Skip to some great DM's I've had the chance to sit down at the table with. Yours comes from fiat. AGain, because you want to. And no ones arguing that you can't do what you want to do. Put your dungeons where you want to, but have a reason behind it. IN a typical world even the most desolute place is usually not more than 10 days travel if you know where you're going, and again, we're talking on the way back. Everyplace you just listed, an experience party can get back to a city in 10 days from there with the proper preperations. Is having fun enough reason? Ah what do you do just move the dungeons farther away? The difference in styles and games. My players know my games are deadly. They won't just go to the temple of bahamut without probably running through some adventures to figure out its exact location and any other information in side. Of course, this probably proves my point too. Your players really don't care considering they know its a resurrection around the corner if things get dicey. I'd ask, but you've already said all of your worlds are designed similiarly, which leads me to believe that at some point you're just inventing reasons to spread out your dungeons because you don't want to deal with the effects. But you also said you didn't need any reasons for it. This is just the way you design your worlds. And thats fine. But its not the typical way and by typical i mean equal to published settings by wotc and other professional publishers. By difficult to cast I mean difficult to get to and perform a cleric. YOu're right its pretty easy to. I can only deduct from what you tell me. You seem to disagree with me, and i said its poor world design if there is no real reason for it and if every dungeon seems to be this way. YOu disagreed with this statement. The direct opposite of this is that there needs to be no reason. And anyone else who likes a rich game world. Luckily your word is probably not as important as the professional game designers I know and talk to on a regular basis who have invented and used the mechanics. Feel free to have an opinion but an opinion is only strengthen by the people who back it. [/QUOTE]
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Is RAISE DEAD (etc.) too readily available in most D&D campaigns?
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