Elder-Basilisk
First Post
The mechanical assumptions are only balanced if one assumes that no characters below 7th level are raised and that the churches responsible for the Raise Dead spells accept items in exchange for the spell at full price.
Below 7th level, assumed starting gold (for the level) -5000 is significantly less than the assumed starting gold for the character's new level.
If one does not assume that PCs get full price on trading in their items for the spell, then it is likely to have a real cost of 7,500gp or so as the character has to sell items at half value in order to buy the material component. At that point, it lacks mechanical balance until 8th level--possibly 9th depending upon the item/cash ratio in the campaign.
And all of that assumes a standard wealth campaign. The only one of those I've ever played in was Return to the Temple of Elemental Evil. Most others were significantly below standard wealth (and I've also noted that a lot of DMs tie up all of the wealth they hand out in a few really neat items--a practice that would prevent selling some but not all items to pay for the Raise Dead).
Below 7th level, assumed starting gold (for the level) -5000 is significantly less than the assumed starting gold for the character's new level.
If one does not assume that PCs get full price on trading in their items for the spell, then it is likely to have a real cost of 7,500gp or so as the character has to sell items at half value in order to buy the material component. At that point, it lacks mechanical balance until 8th level--possibly 9th depending upon the item/cash ratio in the campaign.
And all of that assumes a standard wealth campaign. The only one of those I've ever played in was Return to the Temple of Elemental Evil. Most others were significantly below standard wealth (and I've also noted that a lot of DMs tie up all of the wealth they hand out in a few really neat items--a practice that would prevent selling some but not all items to pay for the Raise Dead).
jasamcarl said:Perhaps you should clarify your definition of logic. On mechanical/gamist assumptions of balance, this change is pretty logical. Unfortunatly, assuming that there is leeway, the orginal version of this spell only works if we assume that parties are usually rather severly underfunded given their level.
By using narrative terms such as 'poorer' and 'weaker' you are most certainly making a flavor argument.