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General Tabletop Discussion
*Pathfinder & Starfinder
Revenance + Revivify
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 3676561" data-attributes="member: 12332"><p>We use Revivify in our own games. Instead of Revenance, however (which generally leads to a "it killed me again" situation) we use Delay Death. Delay Death additionally removes the need for Revivify since you can cast a Heal or something before the duration is up.</p><p></p><p>For us, I think, it has worked out well. We are generally more concerned with two things: The Story and The Immediate Tactical Situation. </p><p></p><p>A character being "out" is fine, but writing in new characters breaks the feel of the story, especially with how deadly high level combat is. I can't think of more than two combats in the last few levels that one character or another wasn't "killed" outright rather early in the combat. We use Delay Death and carry on, then patch up the fallen afterward and move on with the story. If we had to True Rez folks we'd be out of money already and after that it would be The Parade Of Replacement Characters.</p><p></p><p>I'm quite happy with the way it is working out. I don't see that losing a character in combat is necessarily a requirement of the game. And we have lost a character. At one point we were pinned down and one character was split from the group by enemy forces, killed, and captured. By the time we were able to retrieve it was past any of those short-duration spells. </p><p></p><p>At the same time it seemed a properly dramatic situation to us. As opposed to the first round: "The giant hits you ... four times ... for 280 points of damage." "Oh, I'm dead, awesome."</p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 3676561, member: 12332"] We use Revivify in our own games. Instead of Revenance, however (which generally leads to a "it killed me again" situation) we use Delay Death. Delay Death additionally removes the need for Revivify since you can cast a Heal or something before the duration is up. For us, I think, it has worked out well. We are generally more concerned with two things: The Story and The Immediate Tactical Situation. A character being "out" is fine, but writing in new characters breaks the feel of the story, especially with how deadly high level combat is. I can't think of more than two combats in the last few levels that one character or another wasn't "killed" outright rather early in the combat. We use Delay Death and carry on, then patch up the fallen afterward and move on with the story. If we had to True Rez folks we'd be out of money already and after that it would be The Parade Of Replacement Characters. I'm quite happy with the way it is working out. I don't see that losing a character in combat is necessarily a requirement of the game. And we have lost a character. At one point we were pinned down and one character was split from the group by enemy forces, killed, and captured. By the time we were able to retrieve it was past any of those short-duration spells. At the same time it seemed a properly dramatic situation to us. As opposed to the first round: "The giant hits you ... four times ... for 280 points of damage." "Oh, I'm dead, awesome." --fje [/QUOTE]
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Revenance + Revivify
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