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<blockquote data-quote="Janx" data-source="post: 1542081" data-attributes="member: 8835"><p>So the 10% was a rule of thumb. It's OK if its been revised (especially in 3.5). Bear in mind, I play 3e, and I don't have the books lying around.</p><p></p><p>However, I skoff at the notion that 4 clerics of 13-18th level is sufficient for a population of 1 million people. It's not that there would be that many (or that few). It's that 4 clerics CANNOT service the needs of 1 million people.</p><p></p><p>So let's back up a step. How many clerics that can cast 5th level spells or higher in the fictional city of MillionDonia with a population of 1 million people. Use the 3.5 formulas. This would be the total number of revivicapable clerics (new word, like it?).</p><p></p><p>It's the ratio of these clerics to population that basically determines how widespread revivication is. There's a practical limit to how many people they can serve.</p><p></p><p>If the result is, TONS of clerics, then you've got a problem. If the number is still pretty low, then revivication will be pretty rare still.</p><p></p><p>It's a tough call. I live in a city of 4 million. There's 4-5 dead people reported in the news every day. I suspect if we were in D&D, we'd have enough clerics to keep up with the murder/accident rate. that would certainly take the fun out of things.</p><p></p><p>Since it seems we may have enough clerics in larger towns, the other built-in control is cost. Make it high enough, and ressurection is available to only the rich. That's where you'd have to make the setting fit the rules. You'd have the privileged rich never dieing.</p><p></p><p>I think the original intent of all the healing and reviving spells was for PCs. A combat intensive campaign needed these features so characters could advance. A more "realistic" campaign would want to make these things harder to get, less effective.</p><p></p><p>It seems that most traditionalists would want ressurections to occur rarely. At least for NPCs. The flavor of every NPC getting ressurected all the time isn't what many people want. The occasional special situation resurection is usually OK. And for some PCs, its a running joke for the weekly resurection.</p><p></p><p>One could justify weakening the healing effects (and that may mean actual weakening, raising cost, levels, etc) by the quote "it is easier to destroy than the create." It's not logical that a 1st level spell should inflict 1d8+3 damage or heal 1d8+3 damage. The same would go for revival spells. They might have a chance of failure, or be higher level.</p><p></p><p>Tough problem. I think many GMs simply never thought of it, and thusly the NPC clerics never got the idea that they could constantly cure and raise the entire population every time something bad happened</p><p></p><p>Janx</p></blockquote><p></p>
[QUOTE="Janx, post: 1542081, member: 8835"] So the 10% was a rule of thumb. It's OK if its been revised (especially in 3.5). Bear in mind, I play 3e, and I don't have the books lying around. However, I skoff at the notion that 4 clerics of 13-18th level is sufficient for a population of 1 million people. It's not that there would be that many (or that few). It's that 4 clerics CANNOT service the needs of 1 million people. So let's back up a step. How many clerics that can cast 5th level spells or higher in the fictional city of MillionDonia with a population of 1 million people. Use the 3.5 formulas. This would be the total number of revivicapable clerics (new word, like it?). It's the ratio of these clerics to population that basically determines how widespread revivication is. There's a practical limit to how many people they can serve. If the result is, TONS of clerics, then you've got a problem. If the number is still pretty low, then revivication will be pretty rare still. It's a tough call. I live in a city of 4 million. There's 4-5 dead people reported in the news every day. I suspect if we were in D&D, we'd have enough clerics to keep up with the murder/accident rate. that would certainly take the fun out of things. Since it seems we may have enough clerics in larger towns, the other built-in control is cost. Make it high enough, and ressurection is available to only the rich. That's where you'd have to make the setting fit the rules. You'd have the privileged rich never dieing. I think the original intent of all the healing and reviving spells was for PCs. A combat intensive campaign needed these features so characters could advance. A more "realistic" campaign would want to make these things harder to get, less effective. It seems that most traditionalists would want ressurections to occur rarely. At least for NPCs. The flavor of every NPC getting ressurected all the time isn't what many people want. The occasional special situation resurection is usually OK. And for some PCs, its a running joke for the weekly resurection. One could justify weakening the healing effects (and that may mean actual weakening, raising cost, levels, etc) by the quote "it is easier to destroy than the create." It's not logical that a 1st level spell should inflict 1d8+3 damage or heal 1d8+3 damage. The same would go for revival spells. They might have a chance of failure, or be higher level. Tough problem. I think many GMs simply never thought of it, and thusly the NPC clerics never got the idea that they could constantly cure and raise the entire population every time something bad happened Janx [/QUOTE]
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