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RAISE DEAD: get rid of it and make D&D better
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<blockquote data-quote="ruemere" data-source="post: 3696602" data-attributes="member: 5515"><p>Instead of removing <strong>Raise Dead</strong>, do consider nerfing it (and all other perma-effect removal spells, like Neutralize Poison, Restoration, Resurrection, True Resurrection).</p><p></p><p>The nerfing should not increase the cost of the spell, rather should make it harder and longer to cast. Also, side effects of Raise Dead (loss of a level), make it really painful to high level parties, especially, if it is a part of a difficult campaign (characters weakened once become much more likely to die again - and thus the potential hero becomes a paranoically careful adventurer).</p><p></p><p>So, my humble suggestion would be like this:</p><p>- limit the need to cast raise dead by extending "hovering at death's door" to 4 minutes.</p><p>- replace level loss penalty with a week long -2 penalty to all rolls (cumulative in case of another Raise Dead cast within the week of previous casting).</p><p>- make all bring'em back spells work only recently dead (so assassinating a king becomes a real ossibility - all you have to do is simply to hide a corpse), within hours or days.</p><p></p><p>(personal gripe)</p><p>Also, introduce (finally) countermeasures for common folk to foil spells that really break the game (teleports, divinations) - why do you need castles if any dimension travel spell easily allows to pass them? And the super expensive protection available right now, are not a solution for a king who needs to build castles and keep his people happy.</p><p></p><p>Regards,</p><p>Ruemere</p></blockquote><p></p>
[QUOTE="ruemere, post: 3696602, member: 5515"] Instead of removing [B]Raise Dead[/B], do consider nerfing it (and all other perma-effect removal spells, like Neutralize Poison, Restoration, Resurrection, True Resurrection). The nerfing should not increase the cost of the spell, rather should make it harder and longer to cast. Also, side effects of Raise Dead (loss of a level), make it really painful to high level parties, especially, if it is a part of a difficult campaign (characters weakened once become much more likely to die again - and thus the potential hero becomes a paranoically careful adventurer). So, my humble suggestion would be like this: - limit the need to cast raise dead by extending "hovering at death's door" to 4 minutes. - replace level loss penalty with a week long -2 penalty to all rolls (cumulative in case of another Raise Dead cast within the week of previous casting). - make all bring'em back spells work only recently dead (so assassinating a king becomes a real ossibility - all you have to do is simply to hide a corpse), within hours or days. (personal gripe) Also, introduce (finally) countermeasures for common folk to foil spells that really break the game (teleports, divinations) - why do you need castles if any dimension travel spell easily allows to pass them? And the super expensive protection available right now, are not a solution for a king who needs to build castles and keep his people happy. Regards, Ruemere [/QUOTE]
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RAISE DEAD: get rid of it and make D&D better
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