JohnSnow said:
See, the problem (such as it is) with this approach is that it just doesn't work for the kind of stories some of us want to tell or the kind of worlds we want to game in.
The notion that the rich can avoid death if they can pay the tab might be philosophically inconsistent with the kind of world we want. By insisting on an actual monetary "cost," you invalidate a number of sayings so essential to our conception of the world that the whole thing becomes irrelevant.
Many people would do anything, literally anything to bring a loved one back to life. Peasants in the real world rioted over poor working conditions. You don't think it would be worse if people knew that with enough money, you could bring people back to life?!
Ask yourself: What would people do today if they found out that some company had the ability to reverse death? Anything that didn't have an expensive (read: rare) consumable would be MANDATED in order to prevent civil unrest.
Some people love to talk about "creative" solutions to the questions raised by 3e's rules, like Derren's absurd "diamond mine" scenario. And that's a creative solution to part A of the problem. But A leads to B leads to C, and so on.
The ultimate problem with the simulationist approach is that, if you think it through sufficiently, you realize that A doesn't actually solve the problem - it just raises more quesitons, which need more creative solutions, and so on. At some point, if you're honest with yourself, you are forced to admit that fully conceptualizing a world where death is as easily reversible as it is in 3e is actually impossible. It changes so much that there really is no way to have a "realistic" world based on the premise.
But if it's actually determined by factors beyond people's control, like whether it's someone's "destiny" to die now, people will gripe about it, but it's nothing they can change. And that's not so different from the real world.
But the reversal of death as a purchasable commodity that the wealthy can afford but the poor can't? That's a much thornier problem. Since it's under the control of mortals, some people would inevitably try to change it. And following the repercussions of whatever decisions you make through the whole of society...
It makes my brain hurt.
Yes, but now you get to the fun part. The farmer holding the archbishop at scythe-point to force him to raise his beloved wife. Nice story hook.
The overzealous church ruling the land with an iron hand, even kings bowing to their whim because they don't want that precious resurrection withheld because they crossed the church. Nice campaign hook, or at least backstory.
Or the barmaid who begs the party's cleric for a raise dead, and offers them a magical sword worth more than the cost of a diamond. Now they need to get the diamond - none available in this little town. Or do they use the one the cleric was saving for an emergency? I hope they won't need a raise dead in the dungeon now... And what if that sword was stolen, something they find out, the hard way, a week later?
Do you need these hooks? No, there's a million more hooks out there that don't involve raising the dead.
Ultimately, precious precious diamonds are too far out of the reach of 95% of the masses that they just accept death because they can't change it, except for the rare few who try to take the law into their own hands and steal diamonds or the coin to buy them, or coerce priests to cast the spell. Maybe some of them make dark pacts, or even light pacts, for a resurrection.
4% of the population doesn't have the means to get a raise dead, but at least they might have a shot. They are merchants, business owners, poor noblemen with little viable land or income. They don't have enough, but they know people who do, and maybe can barter for allegiance or services or ownership of their business, etc. Buying a raise dead could seriously ruin these people, but they might be desperate enough to do what it takes, even if that means breaking the law to make up their shortage.
1% of the population might have the cash on hand, or the means enough to get it, or eventually get it if they can arrange a little loan for the time being. These people are the upper crust of society. Instead of driving around in Rolls Royces and shopping at Tiffany's, they flaunt their near immortality as one of the privileges of the elite.
I'm not saying a game world has to work this way. But I am saying that an arbitrary, heavy-handed rule that says "nope, you cant be raised because you have no destiny" is not necessary either. Why not just leave it up to the individual campaign world or the individual DM to decide this stuff?
Where does it make more sense that "Well, we've resurrected Fred 47 times because he's a reckless adventurer with spare coin and an unfulfilled destiny, but we can't resurrect the high priest of Ziggy or the king of Muckamuck because, well, they never had a destiny to fulfill."
So, I respect that some of us want to tell a story where resurrection is a precious, destiny-driven privilege, and others want to tell a story where resurrection is nothing more than a luxurious commodity.
What I don't understand is why we must have a rule to tell us which one to use.