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Kill raise dead... dead!
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<blockquote data-quote="Felon" data-source="post: 5777994" data-attributes="member: 8158"><p>This is one of those threads where I wish the OP was tackling the braod issue, not a specific peccadillo. Here's the real question: should D&D be a game where long-term or even irrevocable consequences can be imposed on a character? </p><p></p><p>Two schools of thought:</p><p></p><p>If D&D is intended to simulate the experience of taking part in an epic work of fiction, then there has to be stakes. There ought to the potential for tragedy. And tragedy can't be defined as "boy, that was an expensive spell". </p><p></p><p>If D&D is intended to function to be a game that moves at a fast pace and allows participants to feel invested, then it is problematic for new characters to be constantly generated or for characters to be saddled with crippling consequences. </p><p></p><p>Personnally, I think the best compromise is to make it easy to prop a dying character back up, make it hard for them to reach the actual "dead" condition, but once it's reached, then that's that. If an enemy takes the time to administer a coup de grace, that's the DM's discretion, but heroes are tough and bounce back from trifles like massive blood loss. The DM can throw out some quest or plot device to bring the dead back, of course. The DM can do anything, but we don't need a specific spell or rule for that.</p></blockquote><p></p>
[QUOTE="Felon, post: 5777994, member: 8158"] This is one of those threads where I wish the OP was tackling the braod issue, not a specific peccadillo. Here's the real question: should D&D be a game where long-term or even irrevocable consequences can be imposed on a character? Two schools of thought: If D&D is intended to simulate the experience of taking part in an epic work of fiction, then there has to be stakes. There ought to the potential for tragedy. And tragedy can't be defined as "boy, that was an expensive spell". If D&D is intended to function to be a game that moves at a fast pace and allows participants to feel invested, then it is problematic for new characters to be constantly generated or for characters to be saddled with crippling consequences. Personnally, I think the best compromise is to make it easy to prop a dying character back up, make it hard for them to reach the actual "dead" condition, but once it's reached, then that's that. If an enemy takes the time to administer a coup de grace, that's the DM's discretion, but heroes are tough and bounce back from trifles like massive blood loss. The DM can throw out some quest or plot device to bring the dead back, of course. The DM can do anything, but we don't need a specific spell or rule for that. [/QUOTE]
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