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Raise Dead Removes Sense of Danger
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<blockquote data-quote="John Quixote" data-source="post: 369001" data-attributes="member: 694"><p><strong>C'mon people, be a little more creative, dammit!</strong></p><p></p><p>Pfuh... that's the best the internet-savvy gaming community can come up with? Eliminate the better raise spells or just maim the poor adventurer? And aren't epic quests just a wee bit, shall we say, cliché? And that's totally ignoring the fact that it has no mechancial basis in the D&D rules, or the fact that it will just widen the XP gulf in the party. Where's your sense of fashion, people? <em>If it can't be done with <strong>style</strong>, it's not worth doing at all.</em> Here's my campaign rule on ressurection:</p><p></p><p><em>Gambling with Death</em></p><p>A hapless hero unfortunate enough to find himself wandering the ethereal plane and staring at his mutilated corpse from another dimension is in a bit of a pickle. You see, at the moment he is a shade awaiting escort to his judgement and final reward in the outer planes. Whether his destination be heaven, hell, or some temporary purgation, he will soon encounter that timelessly gloomy and overworked entity, a chap named Death who is all too often bored out of his skull.</p><p></p><p>You see, Death spends a great deal of time moving from plane to plane escorting the souls of the deceased through the fabrics of reality, and it's a mind-numbing job that doesn't leave much vacation time either. And so, when one of those special people, one of the few, the proud, and the elite, one of those adventureous heroes, falls into Death's hands, he is all too eager to challenge the lucky stiff to a game. The stakes are simple: if the adventurer wins, he may wait (for a time, at least) as a shade on the ethereal plane until such time as he is raised by a cleric, or his time runs out and he must cross over. If Death wins, however, the poor, unfortunate soul becomes a ghost, haunting the site of his demise for all eternity or until a group of scientists with proton packs and PKE meters come by and trap him in an ectoplasmic containment unit.</p><p></p><p>The game can be whatever Death (as personified by the DM) has handy: dice are good for craps, and cards are especially useful, since a single hand of straight poker is a favorite of Death's. Battleship, checkers, and twister are also great alternatives (just beware of the posibility of distraction by odor if you choose to challenge Death to twister; I hear his feet stink).</p></blockquote><p></p>
[QUOTE="John Quixote, post: 369001, member: 694"] [b]C'mon people, be a little more creative, dammit![/b] Pfuh... that's the best the internet-savvy gaming community can come up with? Eliminate the better raise spells or just maim the poor adventurer? And aren't epic quests just a wee bit, shall we say, cliché? And that's totally ignoring the fact that it has no mechancial basis in the D&D rules, or the fact that it will just widen the XP gulf in the party. Where's your sense of fashion, people? [i]If it can't be done with [b]style[/b], it's not worth doing at all.[/i] Here's my campaign rule on ressurection: [i]Gambling with Death[/i] A hapless hero unfortunate enough to find himself wandering the ethereal plane and staring at his mutilated corpse from another dimension is in a bit of a pickle. You see, at the moment he is a shade awaiting escort to his judgement and final reward in the outer planes. Whether his destination be heaven, hell, or some temporary purgation, he will soon encounter that timelessly gloomy and overworked entity, a chap named Death who is all too often bored out of his skull. You see, Death spends a great deal of time moving from plane to plane escorting the souls of the deceased through the fabrics of reality, and it's a mind-numbing job that doesn't leave much vacation time either. And so, when one of those special people, one of the few, the proud, and the elite, one of those adventureous heroes, falls into Death's hands, he is all too eager to challenge the lucky stiff to a game. The stakes are simple: if the adventurer wins, he may wait (for a time, at least) as a shade on the ethereal plane until such time as he is raised by a cleric, or his time runs out and he must cross over. If Death wins, however, the poor, unfortunate soul becomes a ghost, haunting the site of his demise for all eternity or until a group of scientists with proton packs and PKE meters come by and trap him in an ectoplasmic containment unit. The game can be whatever Death (as personified by the DM) has handy: dice are good for craps, and cards are especially useful, since a single hand of straight poker is a favorite of Death's. Battleship, checkers, and twister are also great alternatives (just beware of the posibility of distraction by odor if you choose to challenge Death to twister; I hear his feet stink). [/QUOTE]
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