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Revivify - where did that come from?!?
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<blockquote data-quote="Saeviomagy" data-source="post: 6860659" data-attributes="member: 5890"><p>The prime motivator in D&D isn't fear of death - it's fear of failure. Otherwise most adventurers wouldn't go adventuring. They'd take on their first quest, then retire, rich.</p><p></p><p>If you make death difficult to recover from, then players will just roll new characters instead, which I think is to everyone's detriment: the best games I've played in feature a long-running cast.</p><p></p><p>That said, I do think that 5e makes death too difficult to achieve, and also makes it have this weird inverse relationship between occurrence and severity. At low levels, it's much easier to be instantly killed, and dying is far from guaranteed to be reversible. At high levels it's almost impossible to be instantly killed while the effect of dying becomes more and more a speedbump.</p><p></p><p>I think a return to death at some fixed negative number would be a positive change, increasing the risk of using small heals to stand someone up in combat, and reducing the risk of instant death from bad luck when adventurers are starting out.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 6860659, member: 5890"] The prime motivator in D&D isn't fear of death - it's fear of failure. Otherwise most adventurers wouldn't go adventuring. They'd take on their first quest, then retire, rich. If you make death difficult to recover from, then players will just roll new characters instead, which I think is to everyone's detriment: the best games I've played in feature a long-running cast. That said, I do think that 5e makes death too difficult to achieve, and also makes it have this weird inverse relationship between occurrence and severity. At low levels, it's much easier to be instantly killed, and dying is far from guaranteed to be reversible. At high levels it's almost impossible to be instantly killed while the effect of dying becomes more and more a speedbump. I think a return to death at some fixed negative number would be a positive change, increasing the risk of using small heals to stand someone up in combat, and reducing the risk of instant death from bad luck when adventurers are starting out. [/QUOTE]
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