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Raise Dead now costs 5000 GP!
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<blockquote data-quote="nimisgod" data-source="post: 978243" data-attributes="member: 10283"><p>I pretty much agree with the change even though I have only just started to allow Raises and Ressurections in my game.</p><p></p><p>I think its incredibly difficult to balance Leniency vs. Strictness. Especially since the RISK contributes to the FUN of the game.</p><p></p><p>If Raise Dead is too cheap then there is no real risk to dying. I would hate to play a game where the death of a character is just a drop in a bucket to fix.</p><p></p><p>I mean, where's the Risk of Life vs. Death in that? I might as well play Diablo or something.</p><p></p><p>On the other hand, when there is no death, there is the risk of people just twiddling their fingers at the 5th hour of a session and just being bored out of their asses.</p><p></p><p>I remember playing the Legend of the 5 Rings RPG with a killer GM. It was hard to get attached to a character when its so easy to die. I was lucky to die only once (or twice). Everyone else fared far worse.</p><p></p><p>I remember my brother making up a character (its a point buy game so takes more time than just rolling up stats) and dying one minute after he entered. Needless to say, that Lion Clan Archer did not accomplish much. </p><p></p><p>There's no raise dead or ressurrection in L5R so we just had to make up character after we died. On the plus side, we get to make characters whose insight equal our deceased characters but that's beside the point. </p><p></p><p>The Risk of Death (and losing a character we were attached to) kept us "deathly" careful of combat. And those who've played the d10 L5R know how deadly the system is. You're usually only 5 feet away from death via katana (or Oni Claw or Taint or Fire or... you get the idea)</p><p></p><p>But then, the risk of death made the game fun, just like being scared in a Horror RPG is fun. And Gawddamn... that game was fun...</p><p></p><p>I am in the camp that says Raising the Dead should be difficult. </p><p></p><p>If you like your character so much, then you and the party should be able to raise him back to life regardless of cost. 5000 GP is nothing if your fellow players help out. And you are friends, right?</p><p></p><p>And if you don't care enough for the character, then make a new one. If you know the GM is damned lethal, make a back-up character before the game. </p><p></p><p>In-game Logic means a lot of nothing in an FRPG like D&D. Maybe souls have a special value compared to normal monsters. Who the <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> cares about the explanation involved when any storyteller/GM can make one up easily. </p><p></p><p>After why are clerics good at healing? a cleric of a god of destruction should be good at destroying right? Why is a wizard better at that than a priest of the apocalypse? Is the power accumulated by a mortal better than the divine power placed into a mortal? After all, Gods are better at destroying things than tiny little magi right?</p><p></p><p>Given the diversity of games and the fact that many gamers use homebrews (or adjust a published world to their liking) the use of in-game logic, IMX, is futile in debate unless you are talking about a untouched published setting.</p><p></p><p>"Necromancy is evil because its like slavery!"</p><p></p><p>"Not in my setting! The people there believe that wasting the labor potential of the dead is the real evil!"</p><p></p><p>"What- <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />ing -ever"</p><p></p><p>If in-game logic is useless, then there is mechanics. Mechanics only count if they add to the Fun. </p><p></p><p>Raising the Dead should cost an arm and a leg at low levels for everyone involved and not just the PC that died. But as the party goes higher in level, these costs are more easily surmounted. </p><p></p><p>IMO, a GM giving the PCs a tiny bit of aid (and also adding to the story) for a difficult price can still maintain the fear of death better than a GM fudging rolls (SOFTIE OR FAVORITISM!) or one that makes death goddamn cheap.</p><p></p><p>Even if you don't have money, there are always allies to beg or use favors from.</p><p></p><p>The Death of a PC should be a big event, at least IMC.</p><p></p><p>Some GMs are neurotic enough that they usually won't make a Core Rule hard on the players (Guilty!). They'd rather nerf a rule that is hard on the players. FE, in my 3.0 campaign I wouldn't nerf 3.0 Harm or Haste, even though I think they are overpowered. The alternative could be even more unbalancing and unfun. </p><p></p><p>But if I thought that 5K GP was too much, it would be easy for me to reduce.</p></blockquote><p></p>
[QUOTE="nimisgod, post: 978243, member: 10283"] I pretty much agree with the change even though I have only just started to allow Raises and Ressurections in my game. I think its incredibly difficult to balance Leniency vs. Strictness. Especially since the RISK contributes to the FUN of the game. If Raise Dead is too cheap then there is no real risk to dying. I would hate to play a game where the death of a character is just a drop in a bucket to fix. I mean, where's the Risk of Life vs. Death in that? I might as well play Diablo or something. On the other hand, when there is no death, there is the risk of people just twiddling their fingers at the 5th hour of a session and just being bored out of their asses. I remember playing the Legend of the 5 Rings RPG with a killer GM. It was hard to get attached to a character when its so easy to die. I was lucky to die only once (or twice). Everyone else fared far worse. I remember my brother making up a character (its a point buy game so takes more time than just rolling up stats) and dying one minute after he entered. Needless to say, that Lion Clan Archer did not accomplish much. There's no raise dead or ressurrection in L5R so we just had to make up character after we died. On the plus side, we get to make characters whose insight equal our deceased characters but that's beside the point. The Risk of Death (and losing a character we were attached to) kept us "deathly" careful of combat. And those who've played the d10 L5R know how deadly the system is. You're usually only 5 feet away from death via katana (or Oni Claw or Taint or Fire or... you get the idea) But then, the risk of death made the game fun, just like being scared in a Horror RPG is fun. And Gawddamn... that game was fun... I am in the camp that says Raising the Dead should be difficult. If you like your character so much, then you and the party should be able to raise him back to life regardless of cost. 5000 GP is nothing if your fellow players help out. And you are friends, right? And if you don't care enough for the character, then make a new one. If you know the GM is damned lethal, make a back-up character before the game. In-game Logic means a lot of nothing in an FRPG like D&D. Maybe souls have a special value compared to normal monsters. Who the :):):):) cares about the explanation involved when any storyteller/GM can make one up easily. After why are clerics good at healing? a cleric of a god of destruction should be good at destroying right? Why is a wizard better at that than a priest of the apocalypse? Is the power accumulated by a mortal better than the divine power placed into a mortal? After all, Gods are better at destroying things than tiny little magi right? Given the diversity of games and the fact that many gamers use homebrews (or adjust a published world to their liking) the use of in-game logic, IMX, is futile in debate unless you are talking about a untouched published setting. "Necromancy is evil because its like slavery!" "Not in my setting! The people there believe that wasting the labor potential of the dead is the real evil!" "What- :):):):)ing -ever" If in-game logic is useless, then there is mechanics. Mechanics only count if they add to the Fun. Raising the Dead should cost an arm and a leg at low levels for everyone involved and not just the PC that died. But as the party goes higher in level, these costs are more easily surmounted. IMO, a GM giving the PCs a tiny bit of aid (and also adding to the story) for a difficult price can still maintain the fear of death better than a GM fudging rolls (SOFTIE OR FAVORITISM!) or one that makes death goddamn cheap. Even if you don't have money, there are always allies to beg or use favors from. The Death of a PC should be a big event, at least IMC. Some GMs are neurotic enough that they usually won't make a Core Rule hard on the players (Guilty!). They'd rather nerf a rule that is hard on the players. FE, in my 3.0 campaign I wouldn't nerf 3.0 Harm or Haste, even though I think they are overpowered. The alternative could be even more unbalancing and unfun. But if I thought that 5K GP was too much, it would be easy for me to reduce. [/QUOTE]
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