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General Tabletop Discussion
*Pathfinder & Starfinder
Monte on Life and Death (And Resurrection)
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<blockquote data-quote="Crazy Jerome" data-source="post: 5867077" data-attributes="member: 54877"><p>Many times, though a lot less lately than earlier. I've always required some jumping through hoops (in game) for even a relatively simple "raise dead". But I prefer metagaming, narrative options for the "not actually dead" part. Every character has got so many "Hero Points" or whatever that can turn dead into not quite dead. It's more tense than the cleric using a spell, because the resource feels more finite.</p><p> </p><p>Plus, it addresses the gaping hole in the idea with the cleric doing something last minute and quick--what happens when the cleric is the one that bought it? (Hint, some BECMI items were invented solely to answer this question.) <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p> </p><p>That is, I don't like circuitious simulation of resurrection abilities to address what is clearly a metagaming, narrative concern. The only style of game where I find that the complicated simulation options make sense is a old school operational resource dungeon crawl at higher levels. In those, "raise dead" stings because you don't want to come out of the dungeon, but you've only got so many resurrection options.</p><p> </p><p>Outside of operational play, if you didn't want "Hero Points" or the like, I think it would actually be better to say something like: "Look, you are a hero. This means you get 5/7/9 lives. But when those are gone, they are gone. Use them wisely." Then let each table decide what losing one of them means in the game fiction.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5867077, member: 54877"] Many times, though a lot less lately than earlier. I've always required some jumping through hoops (in game) for even a relatively simple "raise dead". But I prefer metagaming, narrative options for the "not actually dead" part. Every character has got so many "Hero Points" or whatever that can turn dead into not quite dead. It's more tense than the cleric using a spell, because the resource feels more finite. Plus, it addresses the gaping hole in the idea with the cleric doing something last minute and quick--what happens when the cleric is the one that bought it? (Hint, some BECMI items were invented solely to answer this question.) :D That is, I don't like circuitious simulation of resurrection abilities to address what is clearly a metagaming, narrative concern. The only style of game where I find that the complicated simulation options make sense is a old school operational resource dungeon crawl at higher levels. In those, "raise dead" stings because you don't want to come out of the dungeon, but you've only got so many resurrection options. Outside of operational play, if you didn't want "Hero Points" or the like, I think it would actually be better to say something like: "Look, you are a hero. This means you get 5/7/9 lives. But when those are gone, they are gone. Use them wisely." Then let each table decide what losing one of them means in the game fiction. [/QUOTE]
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