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Community
General Tabletop Discussion
*Pathfinder & Starfinder
The Cost of Raise Dead
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<blockquote data-quote="airwalkrr" data-source="post: 2935844" data-attributes="member: 12460"><p>This is an old subject, and I'm sure it has been discussed many times before, but I haven't seen discussion on it for a while. Raise dead costs you XP and a level, as does resurrection. Now I can see why the 3e change removed the system shock check (not very fun to spend gp for nothing). But why did they change the raise dead cost from Constitution points to XP? What would be the harm of house ruling the raise dead costs 2 points of irrecoverably Constitution instead of a level drain.</p><p></p><p>Pro: Wouldn't have to recalculate stats or guess at which skills you choose or what HD you rolled in case you forgot.</p><p></p><p>Con: Character dies one too many times and he becomes too fragile to survive the average hazards of adventure.</p><p></p><p>Pro: Not a staggeringly significant loss of abilities and you get to stay at the same level as the rest of the party.</p><p></p><p>Con: You are more likely to die from things that typically cause death, like hit point damage, poison, and Fortitude saves.</p><p></p><p>Now to be honest, mechanically, I understand the cons of this choice. But they make sense to an extent. Raise dead is the cheapest way for a cleric to raise someone, so it follows that the spell is not powerful enough to raise someone completely intact. True resurrection is of course among the most powerful divine magic around (epic spells notwithstanding) so it would be fine to say no penalties for it. It certainly costs enough. Plus, if your character keeps dying, it doesn't seem like a bad thing to provide an incentive to the player to move on to a new character. Perhaps his character is simply fated to die young. Or maybe the character was just ill-suited to adventuring.</p></blockquote><p></p>
[QUOTE="airwalkrr, post: 2935844, member: 12460"] This is an old subject, and I'm sure it has been discussed many times before, but I haven't seen discussion on it for a while. Raise dead costs you XP and a level, as does resurrection. Now I can see why the 3e change removed the system shock check (not very fun to spend gp for nothing). But why did they change the raise dead cost from Constitution points to XP? What would be the harm of house ruling the raise dead costs 2 points of irrecoverably Constitution instead of a level drain. Pro: Wouldn't have to recalculate stats or guess at which skills you choose or what HD you rolled in case you forgot. Con: Character dies one too many times and he becomes too fragile to survive the average hazards of adventure. Pro: Not a staggeringly significant loss of abilities and you get to stay at the same level as the rest of the party. Con: You are more likely to die from things that typically cause death, like hit point damage, poison, and Fortitude saves. Now to be honest, mechanically, I understand the cons of this choice. But they make sense to an extent. Raise dead is the cheapest way for a cleric to raise someone, so it follows that the spell is not powerful enough to raise someone completely intact. True resurrection is of course among the most powerful divine magic around (epic spells notwithstanding) so it would be fine to say no penalties for it. It certainly costs enough. Plus, if your character keeps dying, it doesn't seem like a bad thing to provide an incentive to the player to move on to a new character. Perhaps his character is simply fated to die young. Or maybe the character was just ill-suited to adventuring. [/QUOTE]
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The Cost of Raise Dead
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