Donovan Morningfire said:Doesn't have much to do with raise dead, but this really irks me.
I can only assume you've done nothing more than give the Saga Edition destiny rules a passing glance at best, or are relying on second-hand knowledge considering how ill-informed this view on SWSE's Destiny Mechanics are, especially the specific example.
It's quite possible for someone with a Destruction destiny to not be penalized for resolving a border skirmish peacefully, and might even be rewarded for moving one step closer to their destiny if by peacefully resolving that skirmish they gain the allies needed to help them destroy the Big Evil Cult that they are destined to destroy. Obi-Wan had a Destiny to get Luke started on the Jedi path (Education), but wasn't penalized because he withheld certain key truths from Luke (namely, his father's real fate), which by your rather literal reading of the Destiny mechanics he should have been.
But it's safe to say that nobody chooses to worship any evil god for a few dozen years if the end result is an eternity of hellfire.
Evil gods reward their faithful followers because they want to have faithful followers.
robertliguori said:I think that it's more likely that characters act according to their alignments, and choose their patron gods the same way. If you are naturally chaotic neutral, you may find yourself worshipping Olidammara; if you aren't, then the odds of you doing so are less. I don't think that outside of specific, highly-controlled areas, you get too much voluntary adoption of a god in contravention of how people would choose to be in general; I think that you get a fair number of evil people worshiping evil gods not because they expect a grand reward, but because the alternative is the tender mercies of the fiends. (Not that most evil gods are any better, amusingly enough.)
DM_Blake said:Summary:
In order to be resurrected, you need to be fairly wealthy and fairly well connected to know someone who can cast the spell and be able to pay for the component. Otherwise death is permanent.
And you need to die a clean death with an intact recoverable corpse, or you need even more wealth and connection to pay for the bigger spells' components. Otherwise death is permanent.
JohnSnow said:Some people love to talk about "creative" solutions to the questions raised by 3e's rules, like Derren's absurd "diamond mine" scenario.
This!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.
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.
Derren said:Why is it absurd? When diamonds ensure that you can be ressurected (among other uses as spell components) then you can be sure that nobles would fight about diamond deposits a lot harder than normally and that the diamonds are a lot more valuable than when just being used as luxury item.
JohnSnow said:Moreover, it raises many, many questions that you don't answer. And those are questions that, pursued logically, will fundamentally alter the world to the point where it's unrecognizable.
Why would they? Sure if the pesants rebel then those mines are a nice target but in the end it wouldn't do the pesants much good. Their rebellion will likely be squashed and the only thing they can do is collapsing the mine, but they can't really destroy the diamonds or use them unless a church supports them.Why wouldn't the peasants rise up en masse to take over those diamond deposits?
Who mines the diamonds?
In the real world, diamonds are most common in tropical locales, like africa and south america (it has to do with dead dinosaurs). How does this relate to the assumed pseudo-medieval setting?
Why would the poor labor?
How do you feel about a world where the gap between rich and poor is so vast?
In the real world, a poor man can be smarter or luckier than his social superiors. Likewise, a king can die of the plague. And no matter how rich you are, "you can't take it with you."
Do you want to game in a world where the saying is "Nothing in life is certain except taxes?"

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.