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Resurrection implications
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<blockquote data-quote="Snarf Zagyg" data-source="post: 8140191" data-attributes="member: 7023840"><p>The answer to your question is fairly simple:</p><p></p><p>This is a game, not a coherent system to explain a reality. The game is player-facing and player-centric, and designed to be fun for players. In addition, over time it has been designed to be more fun for players, with the assumption that "fun" is the same as "not dying" or otherwise being sidelined.</p><p></p><p>Viewed in this light, resurrection creep makes more sense. Not only are players harder to kill in 5e (whac-a-mole, death saves, no save or die), but coming back from the dead has never been easier. Revivify is a third level spell! That means it comes on-line when a party hits 5th level, and any 5th level cleric in the world can "bring someone back." But that's got a huge temporal restriction. So raise dead is effectively a get-out-of-death free card, and is available not just to any 9th level cleric, but to 9th level bards as well (you can also cast reincarnate, if you're feeling frisky or need to hide out from those who killed you). </p><p></p><p>By the time you have 13th level Bards and Clerics in the word, they can literally go around graveyards and resurrect anyone who has been dead for up to 100 years. And ... this is a rechargeable resource. </p><p></p><p>(Contrast this with 1e, where it was easier to die, and Raise Dead was a weaker spell that came on later because it took longer to level, and you both had a limited number of times you could be raised, and you a chance, each time, of never coming back). </p><p></p><p>So to answer your question- the world doesn't account for this. Just as it likely doesn't account for armies and AoE spells. Or mending cantrips. Or easy continual flames and lights to keep the lights on everywhere. Or all sorts of other things. This is about the players.</p><p></p><p>Which means that, if you want, you can accentuate an aspect of this and incorporate it into the campaign world Make it interesting! A world with an easy way to never die would be wildly different (and probably cause a lot of different choices). On the other hand, a world like that is also one where people might want to try and control that. All sorts of ways you could go with that.</p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 8140191, member: 7023840"] The answer to your question is fairly simple: This is a game, not a coherent system to explain a reality. The game is player-facing and player-centric, and designed to be fun for players. In addition, over time it has been designed to be more fun for players, with the assumption that "fun" is the same as "not dying" or otherwise being sidelined. Viewed in this light, resurrection creep makes more sense. Not only are players harder to kill in 5e (whac-a-mole, death saves, no save or die), but coming back from the dead has never been easier. Revivify is a third level spell! That means it comes on-line when a party hits 5th level, and any 5th level cleric in the world can "bring someone back." But that's got a huge temporal restriction. So raise dead is effectively a get-out-of-death free card, and is available not just to any 9th level cleric, but to 9th level bards as well (you can also cast reincarnate, if you're feeling frisky or need to hide out from those who killed you). By the time you have 13th level Bards and Clerics in the word, they can literally go around graveyards and resurrect anyone who has been dead for up to 100 years. And ... this is a rechargeable resource. (Contrast this with 1e, where it was easier to die, and Raise Dead was a weaker spell that came on later because it took longer to level, and you both had a limited number of times you could be raised, and you a chance, each time, of never coming back). So to answer your question- the world doesn't account for this. Just as it likely doesn't account for armies and AoE spells. Or mending cantrips. Or easy continual flames and lights to keep the lights on everywhere. Or all sorts of other things. This is about the players. Which means that, if you want, you can accentuate an aspect of this and incorporate it into the campaign world Make it interesting! A world with an easy way to never die would be wildly different (and probably cause a lot of different choices). On the other hand, a world like that is also one where people might want to try and control that. All sorts of ways you could go with that. [/QUOTE]
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