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Raise Dead: A nice big bone to the simulationists

Another anti-simulationist thing about this rule is the rationale of even trying to raise someone. According to WotC raise dead will have a quite high cost, at least at paragon level so why waste this resources when it is so unlikely that the raise dead works (other than Metagaming, "hes a PC so the DM will likely let him be raised")?
 

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Derren said:
Another anti-simulationist thing about this rule is the rationale of even trying to raise someone. According to WotC raise dead will have a quite high cost, at least at paragon level so why waste this resources when it is so unlikely that the raise dead works (other than Metagaming, "hes a PC so the DM will likely let him be raised")?

That's why you ask first.
 

DandD said:
If you really want to bring back your slain sister or your fellow party member, go fight some giant three-headed muts who breath fire and chew on human bones guarding portals to the Everafter, and watch out for vengeful erynies who will harass you for breaking natural laws, like dead people who should stay dead, and other stuff.

That sounds really nice but it gets boring the third or fourth time you do it...
Basically, as long as D&D has trivial ways to die, it needs trivial ways to bring you back. You don't want people just coming back from the dead willy-nilly, then get rid of the ability for a housecat to kill my first-level wizard.
 

To the folks saying 'bah, I was already doing this': making the explanation part of the game means that the rest of the mechanics, demographics, and settings will incorporate this idea, rather than forcing you to go through and tweak anything that doesn't match up.
 

Will said:
To the folks saying 'bah, I was already doing this': making the explanation part of the game means that the rest of the mechanics, demographics, and settings will incorporate this idea, rather than forcing you to go through and tweak anything that doesn't match up.
Hey! What about those saying "yay! I was already doing this"?
 


WayneLigon said:
That sounds really nice but it gets boring the third or fourth time you do it...
Basically, as long as D&D has trivial ways to die, it needs trivial ways to bring you back. You don't want people just coming back from the dead willy-nilly, then get rid of the ability for a housecat to kill my first-level wizard.
The obvious thing would be to power up your first-level wizard that he can survive a housecat, which appearantly in D&D 4th edition, they did. Yay.
And of course, trying not to die would be the most sensible way to avoid entering the dark caves to the underworld regularely. Adding self-heal abilities for every class and so having less need for a cleric should help too.

Or, you just admit that being dead in D&D simply is the same like in Final Fantasy, and it means you're only combat-handicapped for now, but can still function fine in cutscenes and buy stuff. They just lie down on the ground whenever combat happens.

Both are fine, but the latter I rather play on the PS 2 (and the SNES).
 

Derren said:
C) -- The lazy way (not really simulationist)
Ignore it and hope that the PCs don't ask questions.

Not surprisingly I favor approach A.

Heh, that's not just "not really simulationist". That is practically the definition of "gamist" (although I disagree on the use of word "lazy").
 



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