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RAISE DEAD: get rid of it and make D&D better
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<blockquote data-quote="Yair" data-source="post: 3696198" data-attributes="member: 10913"><p>Players like their toys. Is calculating the costs of magic item once every level or so REALLY that much of a problem?</p><p></p><p>If they whine, it means they care. It means they don't want to die. At any rate, there are variants on raise dead that take care of this issue (e.g. the "negative level for X days" solution).</p><p></p><p>LESS players enjoying playing their favorite character, as now he's dead.</p><p></p><p>LESS players enjoying playing the characters they like, instead of the characters their DM is forcing them to play.</p><p></p><p>Why? Only more worrying.</p><p>Worrying about the really important part, though, in a world where the afterlife is as advertised - worrying about the eternal fate of the soul, not the temporary recepticle. </p><p></p><p>As a DM, I'm stringently opposed to any ploy to increase my workload <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>I... don't see it. Characters would still want the magic items "due" them, at least mine do. They always whine when their magic items aren't up to par with the guidelines, but know enough not to expect much beyond the guidelines.</p><p></p><p></p><p>Raise dead means that, from a certain level, character death isn't accidental. The players have invested a lot in their characters by now, and you don't want that investment to go to waste due to one failed save or a few lucky critical hits. Raise dead assures you that if the player wants to keep playing that character he'd be able to do so despite this bad luck. There are still plenty of ways to scare off the PCs, fates worse than dying - from being eaten by a barghest to being trapped in eternal torture in some hell dimension.</p><p></p><p>Raise dead is also more in line with the mythic feel of fantasy. In D&D, this world really is only a "lower" plane, this body merely a vessel for the soul. You can travel to the domains of the gods, and your soul can be called back to the world if its role in this world is not yet complete. In other words, the typical religious trope is <em>true</em>: your life on this earth isn't what's important, it's your eternal afterlife that matters. Raise dead helps make religion real. </p><p></p><p>Raise dead does relieve the tension in common fights slightly. But in an action-packed game, this ain't too bad. A dead character is still a major disappointment and set-back, and players will still regret death and do what they can to avoid it.</p></blockquote><p></p>
[QUOTE="Yair, post: 3696198, member: 10913"] Players like their toys. Is calculating the costs of magic item once every level or so REALLY that much of a problem? If they whine, it means they care. It means they don't want to die. At any rate, there are variants on raise dead that take care of this issue (e.g. the "negative level for X days" solution). LESS players enjoying playing their favorite character, as now he's dead. LESS players enjoying playing the characters they like, instead of the characters their DM is forcing them to play. Why? Only more worrying. Worrying about the really important part, though, in a world where the afterlife is as advertised - worrying about the eternal fate of the soul, not the temporary recepticle. As a DM, I'm stringently opposed to any ploy to increase my workload :) I... don't see it. Characters would still want the magic items "due" them, at least mine do. They always whine when their magic items aren't up to par with the guidelines, but know enough not to expect much beyond the guidelines. Raise dead means that, from a certain level, character death isn't accidental. The players have invested a lot in their characters by now, and you don't want that investment to go to waste due to one failed save or a few lucky critical hits. Raise dead assures you that if the player wants to keep playing that character he'd be able to do so despite this bad luck. There are still plenty of ways to scare off the PCs, fates worse than dying - from being eaten by a barghest to being trapped in eternal torture in some hell dimension. Raise dead is also more in line with the mythic feel of fantasy. In D&D, this world really is only a "lower" plane, this body merely a vessel for the soul. You can travel to the domains of the gods, and your soul can be called back to the world if its role in this world is not yet complete. In other words, the typical religious trope is [i]true[/i]: your life on this earth isn't what's important, it's your eternal afterlife that matters. Raise dead helps make religion real. Raise dead does relieve the tension in common fights slightly. But in an action-packed game, this ain't too bad. A dead character is still a major disappointment and set-back, and players will still regret death and do what they can to avoid it. [/QUOTE]
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