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Opinions about Raise Dead, Resurrection, Reincarnation...
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<blockquote data-quote="DarkelvenSFi" data-source="post: 4803401" data-attributes="member: 82911"><p>We have a rule in our game that suggests that a natural 20 (as usual) is a critical threat, another 20 is a serious critical threat (loss of limbs / wounding), another 20 means a Fort save or die, another 20 means they implode on impact. It's all a bit tongue-in-cheek, but it gives the players something to cheer about.</p><p></p><p>The flip side of this (to make the system fair) is with critical fumbles.. our barbarian once rolled a one, four times in a row, and failed the last roll to save. Normally on a critical fumble, the character ends up slapping themselves with the weapon (even if it's a ray; almost happened with our wizard and a disintegration ray); dealing damage. If it's a serious critical fumble, it's also a wound (bleeds), and if it's the fourth time; the player so thoroughly tangles themselves up that they cut off a limb; 1d6, one for each limb (no, 6 is a re-roll..). </p><p></p><p>The barbarian, cuts of his leg. While bleeding, he has the wizard cast fly so he can get around and finish the battle. Later he begs the cleric to cast regeneration so he can have his leg back. </p><p></p><p>Things like this make the campaign fun.</p><p></p><p></p><p>But back to the idea of resurrection. I don't see a problem with it.. it becomes a challenge for the characters to reach a high enough level to have the use of it, and then it becomes a chance of whether there's enough of the character left to make use of whatever spell the party has. Eventually, the party might no longer fear death so much as fear not being able to be revived. And then it's up to the DM to put some form of catch on dying so many times; such as having some powerful underworld being tire of having the character leave its grasp, so it sends minions up to collect him personally. Or to incorporate some mental anguish over dying so many times; having a chance of waves of vertigo or sickness whenever they enter battle (remembering what has happened before). The sickness gets worse the more often they die, and better the more time has passed between deaths.</p><p></p><p>There are a multitude of ways a DM can work around a player being frivolous with death.</p></blockquote><p></p>
[QUOTE="DarkelvenSFi, post: 4803401, member: 82911"] We have a rule in our game that suggests that a natural 20 (as usual) is a critical threat, another 20 is a serious critical threat (loss of limbs / wounding), another 20 means a Fort save or die, another 20 means they implode on impact. It's all a bit tongue-in-cheek, but it gives the players something to cheer about. The flip side of this (to make the system fair) is with critical fumbles.. our barbarian once rolled a one, four times in a row, and failed the last roll to save. Normally on a critical fumble, the character ends up slapping themselves with the weapon (even if it's a ray; almost happened with our wizard and a disintegration ray); dealing damage. If it's a serious critical fumble, it's also a wound (bleeds), and if it's the fourth time; the player so thoroughly tangles themselves up that they cut off a limb; 1d6, one for each limb (no, 6 is a re-roll..). The barbarian, cuts of his leg. While bleeding, he has the wizard cast fly so he can get around and finish the battle. Later he begs the cleric to cast regeneration so he can have his leg back. Things like this make the campaign fun. But back to the idea of resurrection. I don't see a problem with it.. it becomes a challenge for the characters to reach a high enough level to have the use of it, and then it becomes a chance of whether there's enough of the character left to make use of whatever spell the party has. Eventually, the party might no longer fear death so much as fear not being able to be revived. And then it's up to the DM to put some form of catch on dying so many times; such as having some powerful underworld being tire of having the character leave its grasp, so it sends minions up to collect him personally. Or to incorporate some mental anguish over dying so many times; having a chance of waves of vertigo or sickness whenever they enter battle (remembering what has happened before). The sickness gets worse the more often they die, and better the more time has passed between deaths. There are a multitude of ways a DM can work around a player being frivolous with death. [/QUOTE]
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