I really hate the rules regarding raise dead and true resurrection. Put simply, there is no fear in risking your character's life knowing full well that it can be restored to you with little difficulty.
Also the very act of raising the dead is cheapened by the fact that it has a GP price attached to it and can be performed multiple times.
By the time your cleric can raise dead it might very well become once a day phenomena.
No magic, no angelic chorus or demonic presence as the case may be... just poof your alive.
I think there ought to be a balance for the rule. That resurrections of all kinds ought have some serious strictures on them.
1) The same character ought not be able to res more than three times through any agent be it wish, miracle, or true res...
2) Part of the spell requirement for all res spells ought to be that the divine agent granting the resurrection be granted a boon by the characters. Paladins of sufficient level would be exempt from that one. If not a boon then perhaps the character have to retrieve an extremely intractable scroll or ointment in order to perform the deed. No GP cost unless it is a god of wealth or greed and even then it ought to be some outrageous sum.
3) A cleric can only cast a res spell with the direct approval of his god and further more, he can prepare no other spells that day as all of his prayer and preparation is absorbed into being a direct conduit for the most powerful expression of his divine agents might. If the God's approval is not obtained the cleric cannot res.
4) A cleric can only cast resurrection three times a year. If there is anything a divine agent hates its recidivism.
This prevents the characters from going back to the same damn cleric to get res'd like its a walk in clinic every other adventure.
That way they would have to go and find another scource after the first however many times and that can be exciting. Imagine having to go to the lizard folk to ask their most powerful shamans a favor?
What kind of crazy stuff would they ask you to do?
Now these are what I am trying to stipulate for the group but I have a veteran player who tells me that I should not be messing around with the balance of the game. I can see his point. Why should certain characters have to struggle just as hard and not get all of the rewards he is entitled to while others etc...
So my question is.. how can i make a balancing equation here?
What can I give the cleric if I take this away from him?
One of the biggest reasons to play a cleric is that you can resurrect your fallen comrades while fighting in the abyss. Totally essential.. True res is the difference between victory and TPK a great deal of the time.
I would provide a cleric that was better at keeping his comrades alive. perhaps allowing him to cast instantaneous heal spells over the course of combat at a distance providing he take some damage doing it...
or even that one spell... don't have spell compendium.. that allows you to res if its during the same round. I might extend that by a round.
I might provide a ray to him that if he could hit a comrade with it in the same round that he went down he would roll a 1d4 and that character could be healed back above -10 hp before that many rounds expired. maybe call the spell homeostasis.
The fact that you cannot be res'd willy nilly would make these abilities essential and make the role of the cleric even more essential cause staying alive is suddennly much more important.
Tell me what you think please.
Also the very act of raising the dead is cheapened by the fact that it has a GP price attached to it and can be performed multiple times.
By the time your cleric can raise dead it might very well become once a day phenomena.
No magic, no angelic chorus or demonic presence as the case may be... just poof your alive.
I think there ought to be a balance for the rule. That resurrections of all kinds ought have some serious strictures on them.
1) The same character ought not be able to res more than three times through any agent be it wish, miracle, or true res...
2) Part of the spell requirement for all res spells ought to be that the divine agent granting the resurrection be granted a boon by the characters. Paladins of sufficient level would be exempt from that one. If not a boon then perhaps the character have to retrieve an extremely intractable scroll or ointment in order to perform the deed. No GP cost unless it is a god of wealth or greed and even then it ought to be some outrageous sum.
3) A cleric can only cast a res spell with the direct approval of his god and further more, he can prepare no other spells that day as all of his prayer and preparation is absorbed into being a direct conduit for the most powerful expression of his divine agents might. If the God's approval is not obtained the cleric cannot res.
4) A cleric can only cast resurrection three times a year. If there is anything a divine agent hates its recidivism.
This prevents the characters from going back to the same damn cleric to get res'd like its a walk in clinic every other adventure.
That way they would have to go and find another scource after the first however many times and that can be exciting. Imagine having to go to the lizard folk to ask their most powerful shamans a favor?
What kind of crazy stuff would they ask you to do?
Now these are what I am trying to stipulate for the group but I have a veteran player who tells me that I should not be messing around with the balance of the game. I can see his point. Why should certain characters have to struggle just as hard and not get all of the rewards he is entitled to while others etc...
So my question is.. how can i make a balancing equation here?
What can I give the cleric if I take this away from him?
One of the biggest reasons to play a cleric is that you can resurrect your fallen comrades while fighting in the abyss. Totally essential.. True res is the difference between victory and TPK a great deal of the time.
I would provide a cleric that was better at keeping his comrades alive. perhaps allowing him to cast instantaneous heal spells over the course of combat at a distance providing he take some damage doing it...
or even that one spell... don't have spell compendium.. that allows you to res if its during the same round. I might extend that by a round.
I might provide a ray to him that if he could hit a comrade with it in the same round that he went down he would roll a 1d4 and that character could be healed back above -10 hp before that many rounds expired. maybe call the spell homeostasis.
The fact that you cannot be res'd willy nilly would make these abilities essential and make the role of the cleric even more essential cause staying alive is suddennly much more important.
Tell me what you think please.
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