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Raise Dead now costs 5000 GP!
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<blockquote data-quote="Yobgod Ababua" data-source="post: 990011" data-attributes="member: 12873"><p>In the game I'm currently playing in, and in the one I recently finished running, I saw two problems that I believe this change will help alleviate:</p><p></p><p>1) The well-meaning PC cleric would constantly offer to raise any NPCs that were accidently killed in the course of the story. The cost was low enough, even for a low-mid level cleric, that they could afford to do so. Not really a story breaker, but it definately made the world seem odd. The corrolary was that a moderately wealthy NPC could fairly easily have a considerable number of followers raised, which messes with many standard plotlines unless all plot related deaths suddenly involve death effects or missing corpses. Increasing the expense helps this considerably.</p><p></p><p>2) Around 12th level the PCs save enough money for a true ressurection or two and cease to have a real fear of death.</p><p></p><p>Overall the former rules and costs ended up creating a world where, without severe DM intervention, everyone (PC or NPC) had a fairly cavalier attitude towards death. With the increased costs, the DM can more easily explain why every well-off NPC doesn't show up again a week later, while still allowing PCs to come back and keep playing (slightly more in debt to the local church if neccessary). It's much easier to come up with a reason why the PCs (or an important NPC) will get a loan for their restoration to life when needed than to explain why everyone else isn't doing it constantly.</p><p></p><p> </p><p></p><p>Not if your DM is doing his job properly. I've been involved in two long-running 3e games that are not by any means "softball", yet there have only been maybe 5 player deaths in over a year of playing. There's usually a near death or two every session, but actual deaths only happen when a player does something stupid -and- gets unlucky.</p></blockquote><p></p>
[QUOTE="Yobgod Ababua, post: 990011, member: 12873"] In the game I'm currently playing in, and in the one I recently finished running, I saw two problems that I believe this change will help alleviate: 1) The well-meaning PC cleric would constantly offer to raise any NPCs that were accidently killed in the course of the story. The cost was low enough, even for a low-mid level cleric, that they could afford to do so. Not really a story breaker, but it definately made the world seem odd. The corrolary was that a moderately wealthy NPC could fairly easily have a considerable number of followers raised, which messes with many standard plotlines unless all plot related deaths suddenly involve death effects or missing corpses. Increasing the expense helps this considerably. 2) Around 12th level the PCs save enough money for a true ressurection or two and cease to have a real fear of death. Overall the former rules and costs ended up creating a world where, without severe DM intervention, everyone (PC or NPC) had a fairly cavalier attitude towards death. With the increased costs, the DM can more easily explain why every well-off NPC doesn't show up again a week later, while still allowing PCs to come back and keep playing (slightly more in debt to the local church if neccessary). It's much easier to come up with a reason why the PCs (or an important NPC) will get a loan for their restoration to life when needed than to explain why everyone else isn't doing it constantly. Not if your DM is doing his job properly. I've been involved in two long-running 3e games that are not by any means "softball", yet there have only been maybe 5 player deaths in over a year of playing. There's usually a near death or two every session, but actual deaths only happen when a player does something stupid -and- gets unlucky. [/QUOTE]
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