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<blockquote data-quote="embee" data-source="post: 8187071" data-attributes="member: 7026827"><p>I play fast and loose with component requirements except...</p><p></p><p>FOR RAISE DEAD SPELLS.</p><p></p><p>If the spell calls for diamonds worth 300gp, then if you have enough diamonds on you, that's fine. If you have 300gp, the spell fails. It calls for diamonds. If the spell calls for a diamond worth 500gp and you have two diamonds worth 250gp, the spell fails. It calls for a single diamond worth 500gp. If it calls for rare oils and unguents worth 1,000gp, then you need to get those oils and unguents. Within the allotted time. </p><p></p><p>This is a rule I do make clear during Session 0, when I explain the death save mechanic. The players have plenty of opportunity to try to get out of a deadly encounter. Pretty much any other spell, just deduct 10gp when you get to a town as it is assumed that the magic users swing by an apothecary or general goods store or other shop to buy the various and sundry material components they may need. But raise dead...</p><p></p><p>You need diamonds. </p><p></p><p>I will let a party hire a field medic if they don't have one in the party, though this person is literally just a medic. They cannot fight. They stay with the baggage cart. So when someone goes down, if there isn't an actual healer in the party, better get the person either stabilized or bug out of battle completely and back to the medic. Watch your HP because 0 is unconscious and dying and -10 is dead. Excess damage carries over into the negatives. RAW, if you have 12hp and take 16 dmg, you're at 0. My house rule puts you at -4. Then again, healing potions do the max because a 2hp healing potion is a wet blanket that is just no fun. And if you're at -4 and you get healed for 8, you're not at 1. You're at 4. </p><p></p><p>As a result, I don't get a lot of dead characters and I don't get TPKs. </p><p></p><p>When a party member goes down, usually, the players move heaven and earth to get to the member to stabilize and will try to withdraw from combat. There usually is someone who goes down in battle every 4 or 5 sessions. But they invariably get stabilized at zero if not restored to 2 or 3 hp. Death scares them. It's usually a permanent thing and no one wants to try to be the exception.</p></blockquote><p></p>
[QUOTE="embee, post: 8187071, member: 7026827"] I play fast and loose with component requirements except... FOR RAISE DEAD SPELLS. If the spell calls for diamonds worth 300gp, then if you have enough diamonds on you, that's fine. If you have 300gp, the spell fails. It calls for diamonds. If the spell calls for a diamond worth 500gp and you have two diamonds worth 250gp, the spell fails. It calls for a single diamond worth 500gp. If it calls for rare oils and unguents worth 1,000gp, then you need to get those oils and unguents. Within the allotted time. This is a rule I do make clear during Session 0, when I explain the death save mechanic. The players have plenty of opportunity to try to get out of a deadly encounter. Pretty much any other spell, just deduct 10gp when you get to a town as it is assumed that the magic users swing by an apothecary or general goods store or other shop to buy the various and sundry material components they may need. But raise dead... You need diamonds. I will let a party hire a field medic if they don't have one in the party, though this person is literally just a medic. They cannot fight. They stay with the baggage cart. So when someone goes down, if there isn't an actual healer in the party, better get the person either stabilized or bug out of battle completely and back to the medic. Watch your HP because 0 is unconscious and dying and -10 is dead. Excess damage carries over into the negatives. RAW, if you have 12hp and take 16 dmg, you're at 0. My house rule puts you at -4. Then again, healing potions do the max because a 2hp healing potion is a wet blanket that is just no fun. And if you're at -4 and you get healed for 8, you're not at 1. You're at 4. As a result, I don't get a lot of dead characters and I don't get TPKs. When a party member goes down, usually, the players move heaven and earth to get to the member to stabilize and will try to withdraw from combat. There usually is someone who goes down in battle every 4 or 5 sessions. But they invariably get stabilized at zero if not restored to 2 or 3 hp. Death scares them. It's usually a permanent thing and no one wants to try to be the exception. [/QUOTE]
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