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Raise Dead now costs 5000 GP!
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<blockquote data-quote="ZSutherland" data-source="post: 975476" data-attributes="member: 7638"><p>I'm of two minds on this. On the one hand, making it too costly (and therefore prohibitive) for characters to return to life has the ability to really foul up my DMing. The players aside, I hate it when I have something planned a few sessions down the line, be it a tough combat scene or just a particular NPC bent at a particular PC and I can't make it happen because the player skipped the game, character dies, or player makes a new character. If I don't have a firm idea what kind of PC's I'm dealing with, it makes it hard to map out a story to everyone's best mutual enjoyment. An increased difficulty in raising will certainly make this a more frequent frustration of mine as players die and either can't get raised or decide it's more cost effective or beneficial.</p><p></p><p>On the other hand, I'm trying to teach my players some valuable lessons. This is our first real no holds barred campaign, and while the PCs have been having no trouble when they plan and prepare for a hard fight, they've had a few character deaths when they just charged in. I want to teach them to prepare, scout, and be tactically aggressive, taking advantages where they can get them.</p><p></p><p>So, I don't want the headache of constantly intigrating new characters, but I don't want death to be a non-issue for them. For now, it hasn't been because 2 deaths in 6 weeks is probably 100 times more than they're used to, but I can see it becoming so shortly.</p><p></p><p>Z</p></blockquote><p></p>
[QUOTE="ZSutherland, post: 975476, member: 7638"] I'm of two minds on this. On the one hand, making it too costly (and therefore prohibitive) for characters to return to life has the ability to really foul up my DMing. The players aside, I hate it when I have something planned a few sessions down the line, be it a tough combat scene or just a particular NPC bent at a particular PC and I can't make it happen because the player skipped the game, character dies, or player makes a new character. If I don't have a firm idea what kind of PC's I'm dealing with, it makes it hard to map out a story to everyone's best mutual enjoyment. An increased difficulty in raising will certainly make this a more frequent frustration of mine as players die and either can't get raised or decide it's more cost effective or beneficial. On the other hand, I'm trying to teach my players some valuable lessons. This is our first real no holds barred campaign, and while the PCs have been having no trouble when they plan and prepare for a hard fight, they've had a few character deaths when they just charged in. I want to teach them to prepare, scout, and be tactically aggressive, taking advantages where they can get them. So, I don't want the headache of constantly intigrating new characters, but I don't want death to be a non-issue for them. For now, it hasn't been because 2 deaths in 6 weeks is probably 100 times more than they're used to, but I can see it becoming so shortly. Z [/QUOTE]
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