delericho
Legend
Penalties for being raised from the dead are one of those things that I like more in theory than in practice. When we're at the table, it's already enough of a punishment to have the player sit out of the game for a significant amount of time.
One thing I do like doing, though, is allowing the player of the raised character to make some changes to his character at this point to reflect the trauma of coming back. As such, I allow them to switch out some feat assignments, or even his class or sub-class (heck, even minor ability score adjustments, within reason). In particular, I encourage the player to switch out the character's traits/ideal/bind/flaw. (I also intend, at some point, to introduce some 'post-death' backgrounds for characters to adopt if/when they come back, but I haven't actually done this.)
That way, the character doesn't get hosed by long-term penalties, and isn't left in a spiral where dying makes you more likely to die again, but it does mean that characters who come back are somehow changed by the experience, which I like.
One thing I do like doing, though, is allowing the player of the raised character to make some changes to his character at this point to reflect the trauma of coming back. As such, I allow them to switch out some feat assignments, or even his class or sub-class (heck, even minor ability score adjustments, within reason). In particular, I encourage the player to switch out the character's traits/ideal/bind/flaw. (I also intend, at some point, to introduce some 'post-death' backgrounds for characters to adopt if/when they come back, but I haven't actually done this.)
That way, the character doesn't get hosed by long-term penalties, and isn't left in a spiral where dying makes you more likely to die again, but it does mean that characters who come back are somehow changed by the experience, which I like.