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*Pathfinder & Starfinder
Raise Dead: A nice big bone to the simulationists
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<blockquote data-quote="Hellcow" data-source="post: 4119153" data-attributes="member: 15800"><p>I feel the same way - and it's something made trickier in Eberron by the very fact that magic IS an industry. For me, the principle of Eberron has always been "wide magic" versus "high magic". Low level magic is common and seen all over the place, from the <em>continual flame</em> used in street lamps to the <em>prestidigtation</em> the innkeeper uses to chill the wine and clean the inn. House Jorasco can <em>cure disease</em> for a fee, resulting in a world that has fewer poxes and plagues than you might otherwise expect. But high-level magic - teleportation, raise dead, and the like - is still supposed to impress people. Perhaps in a hundred years everyone will use <em>sending</em> to communicate, but right now they're still using the <em>whispering wind</em>-based speaking stones. If you compare it to Stephen Brust's Dragaera books, it's closer to <em>The Phoenix Guards</em> than to Vlad's era. </p><p></p><p>And yet, as Dausuul points out, in D&D players generally need <em>raise dead</em>. It's a gamer's tool, a way to deal with a bad roll of the dice or a simply unavoidable sacrifice. My personal desire to make raising extremely rare because that's what fits the setting was at odds with the needs of PCs, who live ridiculously dangerous lives. </p><p></p><p>All I'm saying is that the current interpretation (which again, does not actually use the word "destiny" anywhere) addresses these concerns, making it something that works for PCs while still having death be a weighty thing in the world - not "Damn, someone assassinated Joe again... drag him over to the Jorasco House on 30th. And don't forget to get your Frequent Die-er card punched!"</p><p></p><p>Both the problem and my satisfaction with the solution are specific to Eberron, and to my personal tastes. Outside of Eberron, your mileage will certainly vary.</p></blockquote><p></p>
[QUOTE="Hellcow, post: 4119153, member: 15800"] I feel the same way - and it's something made trickier in Eberron by the very fact that magic IS an industry. For me, the principle of Eberron has always been "wide magic" versus "high magic". Low level magic is common and seen all over the place, from the [i]continual flame[/i] used in street lamps to the [i]prestidigtation[/i] the innkeeper uses to chill the wine and clean the inn. House Jorasco can [i]cure disease[/i] for a fee, resulting in a world that has fewer poxes and plagues than you might otherwise expect. But high-level magic - teleportation, raise dead, and the like - is still supposed to impress people. Perhaps in a hundred years everyone will use [i]sending[/i] to communicate, but right now they're still using the [i]whispering wind[/i]-based speaking stones. If you compare it to Stephen Brust's Dragaera books, it's closer to [i]The Phoenix Guards[/i] than to Vlad's era. And yet, as Dausuul points out, in D&D players generally need [i]raise dead[/i]. It's a gamer's tool, a way to deal with a bad roll of the dice or a simply unavoidable sacrifice. My personal desire to make raising extremely rare because that's what fits the setting was at odds with the needs of PCs, who live ridiculously dangerous lives. All I'm saying is that the current interpretation (which again, does not actually use the word "destiny" anywhere) addresses these concerns, making it something that works for PCs while still having death be a weighty thing in the world - not "Damn, someone assassinated Joe again... drag him over to the Jorasco House on 30th. And don't forget to get your Frequent Die-er card punched!" Both the problem and my satisfaction with the solution are specific to Eberron, and to my personal tastes. Outside of Eberron, your mileage will certainly vary. [/QUOTE]
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