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Raise dead issue
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<blockquote data-quote="noretoc" data-source="post: 170159" data-attributes="member: 1276"><p>I have a problem with the way raise dead is handled in 3rd edition. If this has been brought up before, I am sorry for the rehash, I haven't read anything on it yet though.</p><p></p><p>With the raise dead spell and the resurrection spell, it seems that dying isn't quite the penalty. There are times my players get into a situation, and they think, "is it worth dying and losing a level" for. I really don't like them having this choice. (The party had a cleric who can now cast raise dead, so as long as there is a body, they will get raised). Now I know the easy answer is to make a quest to get raised, or take out the raises completely, but because there are so many deadly effects and spells, which threaten characters at their level, They would be losing characters often. </p><p></p><p>My games tend to be very role-playing oriented. Each character has a background and plots and subplots. They work very hard on them and the way they mature, and I hate to see the character come down to a failed saving throw. Also if I had a quest to raise dead, it becomes "Oh, Mythrus died again, back to the underworld. Incanus will know us by name now" </p><p></p><p>Does anyone else have this problem? Has anyone figured out a way to fix it. I had thought of a few things. Making the penalty harder, lose xp and Con. (this way they can’t just recover after a few adventures). Forcing an alignment change (the view on the other side changes a person) (- I don't like forcing players to play a certain alignment though) </p><p></p><p>If anyone has suggestions, I'd be happy to hear them.</p></blockquote><p></p>
[QUOTE="noretoc, post: 170159, member: 1276"] I have a problem with the way raise dead is handled in 3rd edition. If this has been brought up before, I am sorry for the rehash, I haven't read anything on it yet though. With the raise dead spell and the resurrection spell, it seems that dying isn't quite the penalty. There are times my players get into a situation, and they think, "is it worth dying and losing a level" for. I really don't like them having this choice. (The party had a cleric who can now cast raise dead, so as long as there is a body, they will get raised). Now I know the easy answer is to make a quest to get raised, or take out the raises completely, but because there are so many deadly effects and spells, which threaten characters at their level, They would be losing characters often. My games tend to be very role-playing oriented. Each character has a background and plots and subplots. They work very hard on them and the way they mature, and I hate to see the character come down to a failed saving throw. Also if I had a quest to raise dead, it becomes "Oh, Mythrus died again, back to the underworld. Incanus will know us by name now" Does anyone else have this problem? Has anyone figured out a way to fix it. I had thought of a few things. Making the penalty harder, lose xp and Con. (this way they can’t just recover after a few adventures). Forcing an alignment change (the view on the other side changes a person) (- I don't like forcing players to play a certain alignment though) If anyone has suggestions, I'd be happy to hear them. [/QUOTE]
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