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To Kill or Not to Kill
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<blockquote data-quote="Bendris Noulg" data-source="post: 1429710" data-attributes="member: 6398"><p>Alright...</p><p> </p><p>You cite one instance in a pre-written module where the PCs won't be able to reach a city in time to get the job done. But that's just one instance. There are numerous other instances when such isn't the case, and once <em>teleport</em> is available, the occurance of such instances drops dramatically.</p><p> </p><p>I mean, I agree that, in a game that feature medusa, basalisk, draconic breath weapons, disintegrate rays, and other insta- or near-insta-death effects, having insta-cure effects for death is needed just for continuity. However, if such things aren't common (and might not be just as a matter of personal taste), then the insta-cures become less of a balancing factor and more of a crutch for poor decision making. And besides, the number one reason often sited in favor of such magics is that of attachment to the character. To that all I really have to say is to be more careful next time around.</p><p> </p><p>Remember, I'm not against restoring life to a PC (there likely aren't too many GMs that are), but rather against the <em>limitless</em> amount of life restoration that the spells grant compared to, say, 1E/2E where you <em>knew</em> with each character death that you were also one step closer to irrevocable death. While some folks might hold themselves back from over-using it to the point of cheesiness, that doesn't remove the <em>potential</em> for cheesiness that comes with it, which is what is often being removed by groups that choose to not have these spells as a part of game play (or, like me, to reduce their frequency and availability).</p><p> </p><p>Or, we can look at it from a different angle (that being <em>how</em> to include them so that the cheese-factor doesn't come up): Rather than death-cures being available simply because Core demographics indicates that X number of people in a city of size Y (or perhaps even a PC being able to cast one), they instead become something that must be sought out and becomes a relevant part of game play, often involving <em>quests</em>, terms of service, oaths of behavior, etc.</p></blockquote><p></p>
[QUOTE="Bendris Noulg, post: 1429710, member: 6398"] Alright... You cite one instance in a pre-written module where the PCs won't be able to reach a city in time to get the job done. But that's just one instance. There are numerous other instances when such isn't the case, and once [i]teleport[/i] is available, the occurance of such instances drops dramatically. I mean, I agree that, in a game that feature medusa, basalisk, draconic breath weapons, disintegrate rays, and other insta- or near-insta-death effects, having insta-cure effects for death is needed just for continuity. However, if such things aren't common (and might not be just as a matter of personal taste), then the insta-cures become less of a balancing factor and more of a crutch for poor decision making. And besides, the number one reason often sited in favor of such magics is that of attachment to the character. To that all I really have to say is to be more careful next time around. Remember, I'm not against restoring life to a PC (there likely aren't too many GMs that are), but rather against the [i]limitless[/i] amount of life restoration that the spells grant compared to, say, 1E/2E where you [i]knew[/i] with each character death that you were also one step closer to irrevocable death. While some folks might hold themselves back from over-using it to the point of cheesiness, that doesn't remove the [i]potential[/i] for cheesiness that comes with it, which is what is often being removed by groups that choose to not have these spells as a part of game play (or, like me, to reduce their frequency and availability). Or, we can look at it from a different angle (that being [i]how[/i] to include them so that the cheese-factor doesn't come up): Rather than death-cures being available simply because Core demographics indicates that X number of people in a city of size Y (or perhaps even a PC being able to cast one), they instead become something that must be sought out and becomes a relevant part of game play, often involving [i]quests[/i], terms of service, oaths of behavior, etc. [/QUOTE]
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