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[+] Questions for zero character death players and DMs…
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<blockquote data-quote="Hussar" data-source="post: 8714609" data-attributes="member: 22779"><p>Now, if we're talking D&D, the rate of death becomes much, much lower (barring house rules and some situation specific stuff) the higher level you get. I can't be the only one where a Rod of Resurrection "randomly" showed up in treasure at about 6th-8th level every time I played 1e or 2e. And, even without that, raise dead wasn't exactly a hard thing to find. Any decent sized town could be expected to have a 9th level cleric. </p><p></p><p>I remember that my 1e paladin that I played for years died repeatedly and got raised. To the point where my HP kept changing because I lost so much Con. <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>Again, I don't think I was alone in that. Sure, in the very low levels, you died and didn't come back - but an AD&D group by about 4th or 5th level certainly had enough cash to raise a character without too much difficulty and by 6th or 7th, that was pretty much guaranteed. </p><p></p><p>To me, taking death off the table is just a recognition of how the game is typically played anyway. Death in D&D is a speed bump if you play by RAW. It's a GP tax by and large. By 9th level (or so) in any edition, death was something that just slowed you down for a couple of days. </p><p></p><p>Level drain was MUCH scarier than death. <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>But, again, like I said, taking death off the table doesn't actually change the game all that much. In 5e, you have Revivify by 5th level, meaning that it's extremely hard to permanently kill a PC, unless you happen to gank the cleric. Killing a PC isn't too hard. That's true. Lots of things can do that. But kill it all the way dead, no take backs? Yeah, that's a lot more difficult. But, if death is a 4 day nap time (the time it takes to fully recover from Raise Dead) and a bit of gold that the group doesn't really need anyway, it's not really adding a whole lot of depth to the game anyway.</p></blockquote><p></p>
[QUOTE="Hussar, post: 8714609, member: 22779"] Now, if we're talking D&D, the rate of death becomes much, much lower (barring house rules and some situation specific stuff) the higher level you get. I can't be the only one where a Rod of Resurrection "randomly" showed up in treasure at about 6th-8th level every time I played 1e or 2e. And, even without that, raise dead wasn't exactly a hard thing to find. Any decent sized town could be expected to have a 9th level cleric. I remember that my 1e paladin that I played for years died repeatedly and got raised. To the point where my HP kept changing because I lost so much Con. :D Again, I don't think I was alone in that. Sure, in the very low levels, you died and didn't come back - but an AD&D group by about 4th or 5th level certainly had enough cash to raise a character without too much difficulty and by 6th or 7th, that was pretty much guaranteed. To me, taking death off the table is just a recognition of how the game is typically played anyway. Death in D&D is a speed bump if you play by RAW. It's a GP tax by and large. By 9th level (or so) in any edition, death was something that just slowed you down for a couple of days. Level drain was MUCH scarier than death. :D But, again, like I said, taking death off the table doesn't actually change the game all that much. In 5e, you have Revivify by 5th level, meaning that it's extremely hard to permanently kill a PC, unless you happen to gank the cleric. Killing a PC isn't too hard. That's true. Lots of things can do that. But kill it all the way dead, no take backs? Yeah, that's a lot more difficult. But, if death is a 4 day nap time (the time it takes to fully recover from Raise Dead) and a bit of gold that the group doesn't really need anyway, it's not really adding a whole lot of depth to the game anyway. [/QUOTE]
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