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Murder in D&D...
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<blockquote data-quote="Toben the Many" data-source="post: 4662316" data-attributes="member: 19273"><p>When I ran a Forgotten Realms game way back, the way we treated stuff like Raise Dead was very similar to getting treatment for a deadly disease like cancer. </p><p></p><p>Just like getting special treatment for a disease, it costs a lot of money. And in a "medieval" society as exists in D&D, many people don't have enough money for that treatment. </p><p></p><p>However, I always ruled that good-aligned churches would resurrect or raise a certain number of people a year, just out of charity. It only made sense to me. So, at every good-aligned church, you'd have people lining up to see if their son/daughter/relative would "make the cut" that year. As you might suspect, most people are turned away, with many tears and much sorrow.</p><p></p><p>And even then, the 3.x version of Raise Dead has that great caveat of "you have to want to come back". So often times, in our campaign, the spell just wouldn't work. So you'd have the whole "waiting room" scene where family and friends gathered 'round to see if their loved one made it back or not. </p><p></p><p>For us, this sort of returned the gravitas of death back into the setting. Because getting raised was a <em>big</em> deal, and if you got raised then that meant that someone else in line, perhaps even a little baby who died in the crib didn't get raised that day or even that year. </p><p></p><p>Again, this is sort of like the dilemma that we have to today with deadly diseases. There are only so many people you can treat and only so many experts to go around and try to cure these diseases. And even then, there's no telling if there can be anything done.</p></blockquote><p></p>
[QUOTE="Toben the Many, post: 4662316, member: 19273"] When I ran a Forgotten Realms game way back, the way we treated stuff like Raise Dead was very similar to getting treatment for a deadly disease like cancer. Just like getting special treatment for a disease, it costs a lot of money. And in a "medieval" society as exists in D&D, many people don't have enough money for that treatment. However, I always ruled that good-aligned churches would resurrect or raise a certain number of people a year, just out of charity. It only made sense to me. So, at every good-aligned church, you'd have people lining up to see if their son/daughter/relative would "make the cut" that year. As you might suspect, most people are turned away, with many tears and much sorrow. And even then, the 3.x version of Raise Dead has that great caveat of "you have to want to come back". So often times, in our campaign, the spell just wouldn't work. So you'd have the whole "waiting room" scene where family and friends gathered 'round to see if their loved one made it back or not. For us, this sort of returned the gravitas of death back into the setting. Because getting raised was a [i]big[/i] deal, and if you got raised then that meant that someone else in line, perhaps even a little baby who died in the crib didn't get raised that day or even that year. Again, this is sort of like the dilemma that we have to today with deadly diseases. There are only so many people you can treat and only so many experts to go around and try to cure these diseases. And even then, there's no telling if there can be anything done. [/QUOTE]
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