D&D General Reincarnate is and has always been, weird.

Unless your dex was like 30 or something it probably wasn't a significant loss of function dropping it to ten. Even if it was 30 that raises the question of how the heck it got there.

Prior to 3.x you had a giant deadzone in attributes that made it so you didn't really even see ±1 till like 6 & 16 with strength being the only attrib with something like percentile strength 18/⁰⁰ so attributes really were not particularly important. In 5e it goes the other way where the deadzoneis N itty bitty 9-11 with ±1 kicking in at 8&12 but math being tuned so PCs are assumed to have 6-8 in primary attributes but massively benefit from 18 throwing them well beyond the curve
The difference between 10 and 18 was 4 points of bonus to AC (just like it is now), or 3 to ranged attacks. Except for a THIEF, who specifically got percentage bonuses to all the thief skills for a high DEX. (I don't recall them, but it varied by skill.) If your skill was 30%, and losing DEX made it drop to 15%, that wasn't just "3pt swing on a d20" (which is noticeable)... it was "only half as good as you used to be". (Same numbers, different perception, yay statistics!)
 

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When you consider that the difference between a 17 Dex and an 18 Dex feels like an entire level of ability for a Thief with regards to their Thieving skills, yeah, losing a few points of Dexterity is a big deal. And at 10, the penalties would make you feel like you've gone down 2-3 levels (on top of the level loss from, you know, dying). And while the Gnome racial bonuses to Thieving weren't as incredible as say, a Halflings, it was still better than what Humans got...ie...nothing.
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When you consider that the difference between a 17 Dex and an 18 Dex feels like an entire level of ability for a Thief with regards to their Thieving skills, yeah, losing a few points of Dexterity is a big deal. And at 10, the penalties would make you feel like you've gone down 2-3 levels (on top of the level loss from, you know, dying). And while the Gnome racial bonuses to Thieving weren't as incredible as say, a Halflings, it was still better than what Humans got...ie...nothing.
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Thank you @James Gasik that's what I remembered... it was a huge downgrade of my capabilities (although I could Climb Walls better afterwards!). But, irrelevant now, as @jmartkdr2 pointed out -- the charts are more forgiving (always a PC race), you don't reroll stats... and race/species/affinity/whatever-the-new-name is gives no modifiers anyway!
 

The last time a character was reincarnated in a game I was running, I had a long chat with the player about their expectations and concerns. While in the old days, having your character transmogrified against your will was common, some people react badly to it, and when you consider that, for a very long time, coming back from the dead was already penalized, usually led to more insult than injury.

I had a Fighter in 3e who died sacrificing themselves to save their allies against a vampire. The party Druid offered up reincarnation as an option. Losing a level already felt like a punishment to me, since I also didn't get any xp from the battle I won, but I put my faith in the DM to maybe balance things out down the road.

Oh what a fool I was. The DM rolled the dice, chuckled, and told me that my Human Fighter was now a Gnome. I lost two points of Strength, could no longer wear my (medium-sized) armor, and had to give up my shield +3 in order to wield my axe in two hands. My movement speed was tanked (20 ft. base speed reduced by heavy armor), my AC drastically lowered (even with the +1 size bonus), and I became the butt of jokes. I was pretty miserable about it, though in retrospect, this was more to do with the fact that I was no longer happy being a Fighter. It seemed like at every turn, the DM, as new to 3e as I was, was constantly complaining about my AC, attack bonuses, and damage all being "too good" because his monsters kept dying "too fast".

I eventually got my humanity back, but I would have been better off, I think, retiring happily and asking to play a new character.
 


The difference between 10 and 18 was 4 points of bonus to AC (just like it is now), or 3 to ranged attacks. Except for a THIEF, who specifically got percentage bonuses to all the thief skills for a high DEX. (I don't recall them, but it varied by skill.) If your skill was 30%, and losing DEX made it drop to 15%, that wasn't just "3pt swing on a d20" (which is noticeable)... it was "only half as good as you used to be". (Same numbers, different perception, yay statistics!)
I've had some family in town lately and been putting off getting to this. Fair enough & I stand corrected on thief being even more of a mess than I remembered, no doubt one of the many reasons thief has the retrospective design reputation it does today. Although I still think that there are a couple solid reasons why the 1e example is a poor one for current d&d to justify any of its relevant design.

  • Firstly is the one of time. Back in the old days of the hobby there were still a lot of norms we have today that hadn't really been settled or even considered. While today it might be totally normal and very much encouraged for a player to bring up those sorts of frustrations with the gm hoping to work out some middle ground solution or reasonable path to recovery... Back in the day "that's an option?" or "You can do that?" Would have been totally understandable reactions for someone having that talk it out suggestion told to them. The 1e dmg(?) even had a section about players hypothetically playing a dragon as a balanced class and the thief fox example someone's brought up earlier makes a good example of doing the sort of stuff it suggested
  • Second is design in general. Removing the beast/monster reincarnation options in 3.x made sense at the time given the crazy doors it would open with feat/prc prerequisites and maybe trying to retroactively juggle level adjustments on a pc that may or may not have already had them. Adding the impact to magic item churn expectations on top of that could have easily made an unpredictable mess With 5e though it didn't add the entries back but did remove every single one of those past edition sticking points while ensuring beast type PC's would be a total nonissue through the moon druid.
  • Finally the idea of playing an inhuman monster is not even all that far out given the reach & revenue of examples like Kumoko, Rimuru, Ainz, kaneki, Kanata, Alphonse, Eren, Clare, William , Rentt∆ and many more.
Old-school reincarnation being so weird while having so many class levels/high resource gating between it and more predictable options provided important incentive for players of low level PC's to clamp onto a town and care about being on its good side if they even thought that doing so could grant them an in with an NPC who could do better when the chips are down.

In ad&d2e resurrection & reincarnate is a 7th level priest spell -OR- 6th level wizard spell while raise dead is only a 5th level priest spell. Resurrection has no penalties to system shock roll like raise dead & can bring back someone who died of old age explicitly denied to the others while lacking the resurrection "no bob I don't want to cast that becauseCasting this spell makes it impossible for the priest to cast further spells or engage in combat until he has had one day of bed rest for each experience level or Hit Die of the creature brought back to life. The caster ages three years upon casting this spell.". That old age bit was actually relevant in these old editions because spells like haste restoration gate & so on aged recipients/casters

In 3.x they shed some of those mechanics & maybe for the better depending on how you look at it in the light of other changes. Unlike 5e though those loosening of teeth were offset with new & still meaningful costs. Raise dead was a 5th level spell that required a diamond worth 5000gp but had a few conditions that made it a non-option depending on how the target died & what was left of the body. Resurrection was a 7th level that required 10k & sidestepped most of those limits. true resurrection was a 9th level spell that took 25k in diamonds but sidestepped the limits. Spell compendium eventually added a 5th level revivify spell, it sidestepped most of the restrictions other than needing a body the caster could touch & reduced the cost to 1k but only worked if cast within 1 round of death. Reincarnate was only 1k & had fewer restrictions along with the option of using some body part not present at the time of death

In 5e things went out the window with raise dead being a 5th level spell with a 500gp component cost & no particularly meaningful conditions that would prevent its use other than old age in an edition that lacks spells where the recipient or caster is aged by it. Resurrection & true resurrection keep the 1k/25k costs & can revive what are usually just npcs who died long ago but there wasn't really much reason to go beyond the much cheaper raise dead outside of the players being given a macguffin they need to revive first. Revivify drops the cost to 300gp & expands that 1 round to 10 by expanding it to within the last minute at the same time it dropped three spell levels down to a 3rd level spell. Revivify is so cheap & effective it's totally functional in almost all cases & costs less than the average +1 weapon while every other option really only comes into play when gm fiat invalidates revivify. All of that is a loss that results in players getting a high value diamond and responding to the GM's explanation of important use by going from headscratching to "uh cool but we should sell it & buy some [magic items] in ways that would make even the most obnoxious of loot hungry 3.x munchkins blush with embarrassment.

∆spider slime undead ghoul goblin/orc/etc giant demon undead and more undead
 
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Something I just remembered, and I don't recall if it was mentioned (I'm too lazy to go back through the whole thread) is what happens if a multi-classed character comes back as a human.
 

Something I just remembered, and I don't recall if it was mentioned (I'm too lazy to go back through the whole thread) is what happens if a multi-classed character comes back as a human.
The OE version covers this a bit "If he comes back as a man, determine which class, and roll a six-sided die to determine which level in that class, and similarly check level for reincarnation as an elf or dwarf." Though it does not say how the class is determined (choice? random roll?)

1e is a little less specific just saying class could be different.

"The person reincarnated will recall the majority of his or her former life and form, but the class they have, if any, in their new incarnation might be different indeed. Abilities and speech are likewise often changed."

"Any sort of player character can be reincarnated. If an elf, gnome or human is indicated, the character must be created. "

Not exactly clear if they come back as a new 1st level character with their old memories or if recalling the majority of their former life would mean similar accumulated xp.
 


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