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*Pathfinder & Starfinder
Raise Dead: A nice big bone to the simulationists
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<blockquote data-quote="Dragongrief" data-source="post: 4115159" data-attributes="member: 8882"><p>Here's my take on 4e Raising and 'Destiny', which I'll be using whenever I run a 4e game (assuming the final rules don't invalidate it).</p><p></p><p>This is based on the statement that:</p><p>1) Herioc tier raising is near impossible</p><p>2) Paragon tier is still difficult</p><p>3) Epic tier is a "speed bump"</p><p></p><p>Destiny is a sentient force which is trying to keep the mortal world on a certain path (or lead it to a particular end). It is unaffiliated with any gods or other powers and seeks only to lead the world toward it's purpose. To this end, it assists those whose actions are in line with it's goals, gathering around them as they grow in power.</p><p></p><p>The greatest interference with Destiny's cause is Free Will, but this is also a weapon it uses to get back on track. When some great disturbance occurs (constantly happening/ongoing in a PoL campaign), Destiny seeks out those who have proven that they may be able to correct the situation and gently guides them towards a purpose (READ: they come across the appropriate adventure opportunities). While doing so, it grants them certain advantages that most beings don't have (ressurrection).</p><p></p><p>Both Herioc and Villianous beings can have purpose. GENERALLY, herioc beings are there to set things right and villians are there to test them and make sure they are truely capable of being the heroes. There are also some beings who are outside the bounds of Destiny (i.e. Godlike beings); these beings may be raised should they die, but the method would be much different than raising a mortal.</p><p></p><p>What the tiers mean:</p><p></p><p><strong>Herioc</strong> - Most characters in this tier have not been noticed/recognized by Destiny, thus being raised is nearly impossible. Should a character die in some truly epic manner (delaying an oncoming horde alone long enough that the town could escape safely would likely count), Destiny may take enough notice that raising is possible but still extremely difficult.</p><p></p><p><strong>Paragon</strong> - Characters have been noticed by Destiny, however they have not yet shown that they are the 'Stuff of Legends'. Raising is possible but is still difficult, and should a character be repeatedly killed in 'non-meaningful' encounters, Destiny may lose interest (effectively putting them on-par with Herioc tiers for raise dead).</p><p></p><p><strong>Epic</strong> - You are Legend. Your power makes you someone to be respected and feared. Your actions can change worlds. Destiny pools around you to try and guide you to making the 'correct' decisions.</p><p></p><p></p><p>So those are my thoughts on the in-game logic on why Raise Dead works the way it does. Obviously the characters won't know about Destiny and it's goals (the players may not either), but the adventures should put them on the right track (my group is just happy to play, so I don't get any "railroad" complaints by offering few options at once).</p></blockquote><p></p>
[QUOTE="Dragongrief, post: 4115159, member: 8882"] Here's my take on 4e Raising and 'Destiny', which I'll be using whenever I run a 4e game (assuming the final rules don't invalidate it). This is based on the statement that: 1) Herioc tier raising is near impossible 2) Paragon tier is still difficult 3) Epic tier is a "speed bump" Destiny is a sentient force which is trying to keep the mortal world on a certain path (or lead it to a particular end). It is unaffiliated with any gods or other powers and seeks only to lead the world toward it's purpose. To this end, it assists those whose actions are in line with it's goals, gathering around them as they grow in power. The greatest interference with Destiny's cause is Free Will, but this is also a weapon it uses to get back on track. When some great disturbance occurs (constantly happening/ongoing in a PoL campaign), Destiny seeks out those who have proven that they may be able to correct the situation and gently guides them towards a purpose (READ: they come across the appropriate adventure opportunities). While doing so, it grants them certain advantages that most beings don't have (ressurrection). Both Herioc and Villianous beings can have purpose. GENERALLY, herioc beings are there to set things right and villians are there to test them and make sure they are truely capable of being the heroes. There are also some beings who are outside the bounds of Destiny (i.e. Godlike beings); these beings may be raised should they die, but the method would be much different than raising a mortal. What the tiers mean: [B]Herioc[/B] - Most characters in this tier have not been noticed/recognized by Destiny, thus being raised is nearly impossible. Should a character die in some truly epic manner (delaying an oncoming horde alone long enough that the town could escape safely would likely count), Destiny may take enough notice that raising is possible but still extremely difficult. [B]Paragon[/B] - Characters have been noticed by Destiny, however they have not yet shown that they are the 'Stuff of Legends'. Raising is possible but is still difficult, and should a character be repeatedly killed in 'non-meaningful' encounters, Destiny may lose interest (effectively putting them on-par with Herioc tiers for raise dead). [B]Epic[/B] - You are Legend. Your power makes you someone to be respected and feared. Your actions can change worlds. Destiny pools around you to try and guide you to making the 'correct' decisions. So those are my thoughts on the in-game logic on why Raise Dead works the way it does. Obviously the characters won't know about Destiny and it's goals (the players may not either), but the adventures should put them on the right track (my group is just happy to play, so I don't get any "railroad" complaints by offering few options at once). [/QUOTE]
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