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Is RAISE DEAD (etc.) too readily available in most D&D campaigns?
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<blockquote data-quote="Hussar" data-source="post: 3350236" data-attributes="member: 22779"><p>Umm, well, this isn't true. The Savage Tide AP has numerous examples where the party is more than 10 days from any help. One adventure has the party more than two weeks from any habitation and that habitation certainly doesn't have a cleric that can raise. Another adventure occurs at sea and the party is again well more than 10 days from ANY habitation.</p><p></p><p>The World's Largest Dungeon has two regions out of 15 that the party could get raised. To get to either one requires you to pass through at least three regions, the third going up to about 9th level. Half the campaign and you can't get a raise dead. Never mind that there is nowhere to buy the spell components.</p><p></p><p>10 days travel by road is a long way, true if you have a road. But, in a jungle, you're talking 40 miles. That's hardly huge travel distances. Mountains also. Desert travel, you're looking at a bit more than a hundred miles. And that's all assuming clear weather. A simple snowstorm, heavy rains, a sandstorm, and you're losing days of travel.</p><p></p><p>This idea that all dungeons must be an easy walk from fairly large centers is just silly. There is no reason that dungeons must be so close. In fact, there are several reasons why they wouldn't be. The old Keep on the Borderlands scenario is pretty unrealistic.</p></blockquote><p></p>
[QUOTE="Hussar, post: 3350236, member: 22779"] Umm, well, this isn't true. The Savage Tide AP has numerous examples where the party is more than 10 days from any help. One adventure has the party more than two weeks from any habitation and that habitation certainly doesn't have a cleric that can raise. Another adventure occurs at sea and the party is again well more than 10 days from ANY habitation. The World's Largest Dungeon has two regions out of 15 that the party could get raised. To get to either one requires you to pass through at least three regions, the third going up to about 9th level. Half the campaign and you can't get a raise dead. Never mind that there is nowhere to buy the spell components. 10 days travel by road is a long way, true if you have a road. But, in a jungle, you're talking 40 miles. That's hardly huge travel distances. Mountains also. Desert travel, you're looking at a bit more than a hundred miles. And that's all assuming clear weather. A simple snowstorm, heavy rains, a sandstorm, and you're losing days of travel. This idea that all dungeons must be an easy walk from fairly large centers is just silly. There is no reason that dungeons must be so close. In fact, there are several reasons why they wouldn't be. The old Keep on the Borderlands scenario is pretty unrealistic. [/QUOTE]
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Is RAISE DEAD (etc.) too readily available in most D&D campaigns?
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