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<blockquote data-quote="Siridar" data-source="post: 750618" data-attributes="member: 2947"><p>I leave it as is.</p><p></p><p>500gp diamonds aren't exactly easy to come by. In my campaign the group has made friends with a fairly powerful Cleric who will and has raised them on a number of occassions. He has access to the higher level raise dead spells, but only uses those for special reasons.</p><p></p><p>In order to keep it from getting out of hand, I've instituted the "3 strikes and you pay a price" rule. If you are raised more than three times, a being more powerful than the gods (death, fate, whatever) comes to claim a price. I haven't mentioned what that price is yet to the player's, but I've put the fear of god into them, prompting them to be a little more careful and rely less on the spell. Also helps that I flip through the Manual of the Planes when I mention the idea of a "price and it's collector" <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>If a player happens to gain the spell, then i'm a little more lenient with it. They've gotten that far, they may as well use the power. But I won't stand by and let them abuse it. Raising themselves willy nilly is okay and I'll never penalize them for it. I rarely fudge dice rolls and the death tolls are usually pretty up there in my games. Bad dice rolls can really kill a player not to mention a game.</p></blockquote><p></p>
[QUOTE="Siridar, post: 750618, member: 2947"] I leave it as is. 500gp diamonds aren't exactly easy to come by. In my campaign the group has made friends with a fairly powerful Cleric who will and has raised them on a number of occassions. He has access to the higher level raise dead spells, but only uses those for special reasons. In order to keep it from getting out of hand, I've instituted the "3 strikes and you pay a price" rule. If you are raised more than three times, a being more powerful than the gods (death, fate, whatever) comes to claim a price. I haven't mentioned what that price is yet to the player's, but I've put the fear of god into them, prompting them to be a little more careful and rely less on the spell. Also helps that I flip through the Manual of the Planes when I mention the idea of a "price and it's collector" :D If a player happens to gain the spell, then i'm a little more lenient with it. They've gotten that far, they may as well use the power. But I won't stand by and let them abuse it. Raising themselves willy nilly is okay and I'll never penalize them for it. I rarely fudge dice rolls and the death tolls are usually pretty up there in my games. Bad dice rolls can really kill a player not to mention a game. [/QUOTE]
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