Technik4 said:
Doesn't 3.5 make the death insurance less viable?
The insurance costs 500 GP per year instead of 50 GP per year. That is significant, but still does not limit the supply - it merely raises the bar on the lower class.
The change I intend to make is to give it an XP cost. That gives a hard limit on how many people can be brought back from the dead, and makes clerics more choosy about who they will help (as opposed to, "you pay for the components, gotta pray to my god, and gimme a day to prepare it").
Theres also the gods themselves that may be upset by these upstart clerics, 7,300 raise deads a year is noticeable if its from the same town...
There's two possibilities: First, that the gods will be the type to get upset about this, and second, that the gods won't be the type to get upset.
In the first case, the cultural shift would be towards abstract forces that provide the same domains. There's no reason, in the rules, to worship a god who isn't on YOUR side. People worship gods because they believe that it is in their best interest, with a few rare exceptions, and a god who isn't interested in letting his clerics USE their spells to further the faith will lose that faith.
Think of it this way: Athena gets mad and tells her worshippers off. Aphrodite continues to offer up the
raise dead insurance. Who loves ya, baby?
In the second case, what's the prob?
And it wouldn't be 7,300
raise dead per year - that's just how many people are buying the insurance.
My thought is that if the gods want to prevent it, they will put it into the culture-shaping paradigm (i.e., what it costs to cast) rather than after-the-fact slapping the hand. People as a general rule respond MUCH better to established rules from the beginning than to being punished for overusing a gift they were given initially.