hong and I agree on something...the world gets weirder every day
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Back to the argument:
Ah, the old baby-with-the-bathwater argument. You see, you can't change *one* part of the system, without changing the other parts without making it incoherent. A system is a system- you can change the whole, but tinkering with little bits is likely to mess things up. Reducing hit poins tenfold but keep damage identical is clearly stupid. Keeping combat deadly but increasing raising costs tenfold is likewise stupid.
Let's deconstruct this...
You know very well that's nonsense. See hong. HPs can scale very quickly, so unless the PCs are very very low level, roll abysmal hp rolls, or face extreme damage monsters, this is unlikely to kill them.
The trick about hp at low level is that the 'death's door' range is proportionately *much more* at low levels than at higher levels. At low levels, 10 hp is a nice safety blanket to ensure you go down rather than dead. At high levels, 10 hps is nothing- and since characters lose no combat efficacy from low hps, it's quite easy to knock someone from low positive hps to death; at lower levels, it tends to go from low positive to dying.
So do the DCs. In fact, saves are more often made at lower levels than higher levels, since DCs tend to rise faster than poor saves in particular.
Low to-hit rolls. Again, the fighter's primary attack is much more likely to hit at high level than at low level.
Bad Hide levels! Again, since Spot is cross-class for most classes; and Hide is class for hiding classes, and more likely to be magically augmented, hiding is far more weighted towards the hider at the higher levels.
Lack of offensive magic/offensive buffs/disabling magic/instakills. Low magic is patently less deadly than high magic, irrespective of 'compensating magic'.
...by both sides.
Notice a pattern? You assert rightly that lower level characters have less defense, but they have to put up with far less *offense*, so the overall equation favours defense far more at low level than high level.
Most being two...and Harm is still pretty respectable in terms of damage. 10hps/level is not to be sneezed at.
10% of a PC's total assets is hardly of 'little real consequence'- particularly since, as E_B points out, most of a PC's assets are not liquid, so when he liquidates them he only gets half.
Nicely put.
Silly question. Sensible question: how common is resurrection? Even at 500gp, that's hardly commonplace. Particularly since 9th level clerics can only be found in small cities or, very rarely, in large towns.
In all honesty, the precise % doesn't matter- 10% was just a figure I plucked out of the air. Irrespective of the precise sum, the point that very rich nobility can still afford raising stands.
[OT]: Nope. Any 'Evil creature' radiates evil, even at just a faint level. Since only evil creatures radiate evil, *any* radiation implies that the character is evil, irrespective of strength.

Back to the argument:
This complaint (and to an extent many of your others) seem to skirt the main issue which is a flawed combat system
Ah, the old baby-with-the-bathwater argument. You see, you can't change *one* part of the system, without changing the other parts without making it incoherent. A system is a system- you can change the whole, but tinkering with little bits is likely to mess things up. Reducing hit poins tenfold but keep damage identical is clearly stupid. Keeping combat deadly but increasing raising costs tenfold is likewise stupid.
At lower levels D&D is, if anything, even more deadly
Let's deconstruct this...
Any critical will kill most PCs - optimized or not
You know very well that's nonsense. See hong. HPs can scale very quickly, so unless the PCs are very very low level, roll abysmal hp rolls, or face extreme damage monsters, this is unlikely to kill them.
The trick about hp at low level is that the 'death's door' range is proportionately *much more* at low levels than at higher levels. At low levels, 10 hp is a nice safety blanket to ensure you go down rather than dead. At high levels, 10 hps is nothing- and since characters lose no combat efficacy from low hps, it's quite easy to knock someone from low positive hps to death; at lower levels, it tends to go from low positive to dying.
Saving throws suck
So do the DCs. In fact, saves are more often made at lower levels than higher levels, since DCs tend to rise faster than poor saves in particular.
low ACs
Low to-hit rolls. Again, the fighter's primary attack is much more likely to hit at high level than at low level.
bad Spot levels
Bad Hide levels! Again, since Spot is cross-class for most classes; and Hide is class for hiding classes, and more likely to be magically augmented, hiding is far more weighted towards the hider at the higher levels.
lack of compensating magic
Lack of offensive magic/offensive buffs/disabling magic/instakills. Low magic is patently less deadly than high magic, irrespective of 'compensating magic'.
lack of Feats
...by both sides.
Notice a pattern? You assert rightly that lower level characters have less defense, but they have to put up with far less *offense*, so the overall equation favours defense far more at low level than high level.
3.5 has nerfed most of the remaining instant-kills
Most being two...and Harm is still pretty respectable in terms of damage. 10hps/level is not to be sneezed at.
At the level you are complaining about (high-level) the cost of the spell is of little real consequence
10% of a PC's total assets is hardly of 'little real consequence'- particularly since, as E_B points out, most of a PC's assets are not liquid, so when he liquidates them he only gets half.
And the only people who are really hurt--people like me who would rather keep their PCs than roll up a new one.
Nicely put.
How common is death?
Silly question. Sensible question: how common is resurrection? Even at 500gp, that's hardly commonplace. Particularly since 9th level clerics can only be found in small cities or, very rarely, in large towns.
A previous poster supposed a 10% tax on all incomes as a way of estimating the revenues of the king.
In all honesty, the precise % doesn't matter- 10% was just a figure I plucked out of the air. Irrespective of the precise sum, the point that very rich nobility can still afford raising stands.
(Still OT):As I read the text of the spell, you must be a nasty EVIL cleric of or some outer planar entity, or undead. I take the Evil creature line to mean a creature with the type [Evil]...
[OT]: Nope. Any 'Evil creature' radiates evil, even at just a faint level. Since only evil creatures radiate evil, *any* radiation implies that the character is evil, irrespective of strength.