Hellcow said:First, I'm not "Mr. WotC" - I'm a freelancer. Second, did you actually read the entire post, or simply the isolated and out of context quote posted on ENWorld? Because my post was actually about how this was good for a very specific type of world/cosmos... namely, Eberron.
In terms of "Would people try it, just to see if it worked"? Sure, they very well might. They'd know just how unlikely it was, that people successfully returning from the dead is a thing of near-legend, but I'm sure Jorasco would be happy to take their gold and give the wheel a spin. That doesn't bother me at all. My point is that I don't feel that Eberron as it stands is an accurate reflection of a society in which resurrection is a reliable service provided at the equivalent of any major hospital. Again, such a tool should give House Jorasco incredible political power, and furthermore have lessened the impact of the Last War, since many of the heroes that fell in battle would have been raised by their nations. I WANT a world in which there are fallen legends who can't be brought back, in which the PC cleric can't choose to raise the murder victim even if he's willing to spend the gold. I've got no problem with him trying, desperately hoping that this one might return - but I'm just as happy that if I say "He doesn't," I don't have to explain why not (yes, I can say "He's choosing not to come back", but that's not always going to make much sense - especially when you're choosing between life and Dolurrh, not life and Heaven). The PC knew the odds when he tried, and if he wants to get the ally back, he can always try to go to Dolurrh and pull him back - but at least now it's an adventure.
So I certainly understand that it's a huge deal, and one that favors a very specific sort of world... which is exactly what I was saying in that original post, in which raise dead was in fact a fairly trivial point.
MichaelK said:"Hello in there, what's so important here, what have you got that's worth living for?"
Ilium said:My take on this change is not that random peasants will be mad/depressed/outraged that they have no "special destiny." It's that most people would never even consider the possibility that their loved ones could come back from the dead. This is exactly how I've run things in my campaign already, where Raise Dead is available only to those who have been killed through the use of "blasphemous death magic." This is sufficiently nebulous to let me use it when I want, but not have anyone expect to come back from the dead.
Now, "Uncle Eberron" I'll accept.Ruin Explorer said:Apologies, Keith, for calling you Mr WotC, that was uncalled for!
That's really all I'm saying. I wasn't intending my post to be a big revelation about raise dead in 4E, and wasn't precisely quoting the rules (nor can I by NDA). The way it's set up is something I think works well in Eberron; it may or may not work as well in other settings, and you'll be able to decide for yourself soon enough.Ruin Explorer said:For other settings, well, I guess that'll depend on the exact wording and functionality.
Clawhound said:You can take simulation too far. In the game, we have many conceits that make no sense. They are there because we need them to make the genre work. That's it. That's as far as it goes. If you mistake the genre rules for the world rules, you quickly wind up with a pile of steaming nonsense.
The term for this is "suspension of disbelief." No, none of this stuff is real. We pretend. We even pretend that the world makes sense, even if the logical underpinnings of it are no deeper than panted canvas. We do this so that we can run around, kill monsters, take their stuff, and be hailed as heroes.
robertliguori said:Rules should be written with the assumption that people will try to break them. If you trust people not to break the rules, then keep them vague and simply describe outcomes. If you don't trust people, then the rules should either resist breakage, or break into awesome non-game-destroying pieces (like characters giving middle fingers to fate).
Hellcow said:To me, I compare the Fellowship of the Ring to the Rohirrim. In the Rohirrim, you have soldiers who have spent their entire lives hunting orcs every day. And yet, somehow, they aren't as tough or amazing as Legolas, Gimli, or Aragorn. They're good at what they do - but they aren't the heroes.