Jefe Bergenstein
Legend
lukelightning said:I see no problem with raise dead as long as you don't think to hard about it. For me it's just a way to keep a player playing the game without making up a new character (which could be exactly the same as the one that died) and worrying about how to integrate this new character into the game/party and figuring out what to do with the dead person's stuff.
Be that as it may, most players I've seen are happy when their characters die, since it gives them a chance to play one of the zillion other character concepts they have floating around in their devious little brains.
I've also ditched raise dead in several campaigns. Its replaced by a 7th stat, Luck (or Fate in our Al-Quadim campaign).
Its a stat like any of the others, and you die when it reaches 0. Once per session, if you have a bonus from your luck stat, you can apply twice that bonus to any die roll, even after the fact. If you have a penalty, I'll slap it on one of your rolls once per session at a critical moment. You may permanently spend a point of luck to pass a save, cause an attack to miss, or be left at 0 HP from any damage source. There are occasionally certain encounters where luck cannot be spent, and cannot impact rolls... characters have a sense of foreboding in such instances as they realize they are truly on their own.
This causes a spiral of doom of sorts as you get lower and lower luck (resulting in bigger penalties, and thus needing to spend more luck). Its lead to certain styles of play where characters really sense that they're "getting to old for this




Since each luck point spent essentially means a death, it works out ROUGHLY similar to the "resurrection barn" mechanic... characters get multiple lives, but the adventure doesnt grind to a halt once someone bites it, we dont have a revolving door of new characters, etc. Since my games tend to last a good while (4 years on our al-quadim game, 3 on our ravenloft), its not like players treat spending a luck point trivially.
Plus it gives an easy system for determining quasi random events. I might call for a luck check if someone is looking for an odd item in a desk, or if theres a chance someone might be the target of a pickpocket.