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limiting raise dead
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<blockquote data-quote="calighis" data-source="post: 4261699" data-attributes="member: 63027"><p>I happen to agree with Aus snow. The reason I'm bringing this up is that a character willingly sacrificed himself to help defeat a bad guy in such a way as that it was made obvious that this was a player motivated suicide and not a character motivated one. We all knew that he wanted to play another character and so none of us were shocked at his sudden altruism. </p><p>Having said that, I feel like an earnest desire to stay alive adds a level of realism to the game that otherwise lacks with infinite rez. Real consequences are ultimately where real value is derived from.</p><p>That said, I can see the other side of the argument. Nothing is worse than coming home a loser in D&D. After all there are many other areas in life where it sucks to be a loser, but D&D just shouldn't have to be one of them. In and of itself, I think the risk of failure provides plenty of incentive to stay alive.</p></blockquote><p></p>
[QUOTE="calighis, post: 4261699, member: 63027"] I happen to agree with Aus snow. The reason I'm bringing this up is that a character willingly sacrificed himself to help defeat a bad guy in such a way as that it was made obvious that this was a player motivated suicide and not a character motivated one. We all knew that he wanted to play another character and so none of us were shocked at his sudden altruism. Having said that, I feel like an earnest desire to stay alive adds a level of realism to the game that otherwise lacks with infinite rez. Real consequences are ultimately where real value is derived from. That said, I can see the other side of the argument. Nothing is worse than coming home a loser in D&D. After all there are many other areas in life where it sucks to be a loser, but D&D just shouldn't have to be one of them. In and of itself, I think the risk of failure provides plenty of incentive to stay alive. [/QUOTE]
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