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<blockquote data-quote="Lanefan" data-source="post: 7026660" data-attributes="member: 29398"><p>There's still some consequences, sure, but compare the different versions of D&D and you'll find a steady reduction in or easing of such consequences as the editions go along. Some rough examples:</p><p></p><p>Death:</p><p>1e - revival has high monetary cost, chance of outright failure (Res. survival roll), loss of a con point</p><p>3e - revival has moderate monetary cost, loss of a level === but auto-succeeds</p><p>5e - revival has quite low monetary cost === and auto-succeeds</p><p></p><p>Level loss:</p><p>1e - level loss possible from various sources, restoration has high monetary cost and needs to be done once for each level lost</p><p>3e - level loss possible from fewer sources, negative-level concept added, restoration sometimes relatively easy, sometimes not</p><p>5e - level loss virtually removed and-or made relatively easy to deal with</p><p></p><p>Spellcasting:</p><p>1e - casting very easy to interrupt, cannot cast while in melee, area-effect spells risky (expanding fireballs, rebounding lightning bolts)</p><p>3e - casting easy-ish to interrupt === but combat-casting feat makes casting in melee possible, most effect risks removed</p><p>5e - casting quite difficult to interrupt === casting in melee becomes ordinary practice, effects risks gone</p><p></p><p>Note however that in 1e a well-worded wish could bypass all sorts of negative consequences...if you could find and-or afford one. Wish was greatly reined in in later editions.</p><p></p><p>All fair enough.</p><p>One argument in favour of such is to encourage players to at least attempt revival of their pre-existing character, for continuity. Another (and this one matters to me) is that it's one more small way to slow down the overall level advancement...which allows for a longer campaign.</p><p>Depends on the group, as you say. </p><p></p><p>Yet that almost seems to be the attitude shown in post 19, this thread, which is what got me talking about it.</p><p></p><p>Lan-"7 times revived and counting"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7026660, member: 29398"] There's still some consequences, sure, but compare the different versions of D&D and you'll find a steady reduction in or easing of such consequences as the editions go along. Some rough examples: Death: 1e - revival has high monetary cost, chance of outright failure (Res. survival roll), loss of a con point 3e - revival has moderate monetary cost, loss of a level === but auto-succeeds 5e - revival has quite low monetary cost === and auto-succeeds Level loss: 1e - level loss possible from various sources, restoration has high monetary cost and needs to be done once for each level lost 3e - level loss possible from fewer sources, negative-level concept added, restoration sometimes relatively easy, sometimes not 5e - level loss virtually removed and-or made relatively easy to deal with Spellcasting: 1e - casting very easy to interrupt, cannot cast while in melee, area-effect spells risky (expanding fireballs, rebounding lightning bolts) 3e - casting easy-ish to interrupt === but combat-casting feat makes casting in melee possible, most effect risks removed 5e - casting quite difficult to interrupt === casting in melee becomes ordinary practice, effects risks gone Note however that in 1e a well-worded wish could bypass all sorts of negative consequences...if you could find and-or afford one. Wish was greatly reined in in later editions. All fair enough. One argument in favour of such is to encourage players to at least attempt revival of their pre-existing character, for continuity. Another (and this one matters to me) is that it's one more small way to slow down the overall level advancement...which allows for a longer campaign. Depends on the group, as you say. Yet that almost seems to be the attitude shown in post 19, this thread, which is what got me talking about it. Lan-"7 times revived and counting"-efan [/QUOTE]
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