L
lowkey13
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Isn't that just playing with the long day variant?It will be a rare occurence in my game to see a character raised from the dead if he is not a follower of a religion. Raising the dead is quite a miracle and miracles do not go to the unfaithful.
The penalty can be meh. As spending 4 days in row is quite easy. That is why i'm thinking of a special house rule.
Raise Dead should still inflict a penalty of -4 on everything. But it fades by 1 for each week spend resting.
Now it is a whole month. Monsters in the dungeon might get reinforcement. Reset traps and repair some stuff that was destroyed by the players. Evil NPCs might try to get their revenge in that time.
I'm still not sure to implement it. Just thinking of an alternative.
The alternative for the character is death. The alternative for the player is a new character without the penalties...You know, a -4 penalty does seem severe.
But, it is better than the alternative.
True, but greater restoration only removes one level of exhaustion. To remove all the levels will always take a couple days, since 5th level spells cap at 3. So two days of max spells, which is still a time limit. Unless you want to blow higher level spell slots.Switching from a flat penalty to Exhaustion seems good to change the type of penalty, but makes it more avoidable (since if you can cast Raise Dead, you can cast Greater Restoration).
It's hard to enforce any sort of lasting consequence for death, in a world where players are used to bringing in new characters that are as powerful as everyone else.
The current death penalty is fine, for what it is. They could have gone with exhaustion, except that exhaustion can be negated by a spell or potion, and they wanted this effect to always matter for at least a little while. Unfortunately - and you see this in a lot of places in the game - they seem to be under the bizarre impression that characters are going to have adventuring days on consecutive days. More likely, the penalty will last until the end of the day, and the character will be back to normal by the time the next adventuring day rolls around.
I have yet to see an RPG where death was treated as a trivial issue, regardless of how easy or difficult resurrection is, with one exception: paranoia. In that game, players just delight in dying/killing each other stupidly.
In any other setting, people tend not to like dying because it feels like losing, even if you can hop back to your feet after the battle.
So I don't really see any need for resurrection penalties at all.