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*Pathfinder & Starfinder
Making it easier to return from the dead
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<blockquote data-quote="3d6" data-source="post: 2831361" data-attributes="member: 12715"><p>I've never liked using the various save-or-die spells as a DM. They never seemed like much fun, and they make having a high Fortitude save much more valuble than a high Reflex save. I think the big problem I have with them is that they cause a much greater expenditure of party resources than other spells of the same level. For example, if a character fails a save against a <em>firestorm</em>, the character is probably pretty badly hurt, but that can be fixed with an expenditure of less than 750 gp (for a <em>wand of cure light wounds</em>). If that same character fails a save against <em>destruction</em>, repairing the damage requires an expenditure of 25,000 gp or more (for <em>true ressurection</em> and, depending on the party's level, paying for someone to cast it). If the party doesn't have access to <em>true ressurection</em> for whatever reason, the damage cannot be repaired for any amount of gold (you can't buy back a level).</p><p></p><p>Because of this, I want to remove the material component for the <em>raise dead</em> line of spells in order to bring <em>finger of death</em> and their ilk more in line with other spells in terms of resource expenditure. However, I don't want to trivialize PC death, so something else needs to be added to give the impression that raising someone from the dead isn't easy to do.</p><p></p><p>How do people thing the following versions of <em>raise dead et al.</em> address my concerns? Is there a better way to deal with my problem?</p></blockquote><p></p>
[QUOTE="3d6, post: 2831361, member: 12715"] I've never liked using the various save-or-die spells as a DM. They never seemed like much fun, and they make having a high Fortitude save much more valuble than a high Reflex save. I think the big problem I have with them is that they cause a much greater expenditure of party resources than other spells of the same level. For example, if a character fails a save against a [i]firestorm[/i], the character is probably pretty badly hurt, but that can be fixed with an expenditure of less than 750 gp (for a [i]wand of cure light wounds[/i]). If that same character fails a save against [i]destruction[/i], repairing the damage requires an expenditure of 25,000 gp or more (for [i]true ressurection[/i] and, depending on the party's level, paying for someone to cast it). If the party doesn't have access to [i]true ressurection[/i] for whatever reason, the damage cannot be repaired for any amount of gold (you can't buy back a level). Because of this, I want to remove the material component for the [i]raise dead[/i] line of spells in order to bring [i]finger of death[/i] and their ilk more in line with other spells in terms of resource expenditure. However, I don't want to trivialize PC death, so something else needs to be added to give the impression that raising someone from the dead isn't easy to do. How do people thing the following versions of [i]raise dead et al.[/i] address my concerns? Is there a better way to deal with my problem? [/QUOTE]
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Making it easier to return from the dead
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