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Too much incentive to stay dead
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<blockquote data-quote="Nonlethal Force" data-source="post: 3547333" data-attributes="member: 35788"><p>Well, you are certainly rewarding <s>player</s> character death, that's for sure. <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /> </p><p></p><p>I would suggest one of two options. The easiest has been stated above. Change the rules about what level new PCs are introduced. The metagame justification is that a new PC is making it tougher on the DM to hold party and plot continuity together. Therefore, new PCs begin a half level (XP wise) behind where a raised PC would begin. And, according to the DMG wealth standard, they get to choose items equalling half their wealth and they get to roll randomly using the appropriate treasure tables for the rest of their wealth. <em>{EDIT: The IC justification for this is that every character can buy things in D&D, but characters often randomly find stuff as they adventure. This reflects reality - and not pregen characters}</em></p><p></p><p>The second option involves a houserule, but is an easy fix. Nobody bats an eye when certain spells say "Spell only affects characters of X HD or lower." {For example, hold person} Why not reverse that? Have raise dead (and the various upgrades from that) only work on characters with HD equal to or greater than the minimum caster level of the spell.</p><p></p><p>There is an IC reason this could be true. The strain of coming back from the dead via the spell is so great that only characters of certain level can survive it. So, you can make the spell much cheaper without making it available to every commoner on the street. Commoners don't get to use the spell because the caster (most likely a priest) can tell whether or not the deceased would survive the casting anyway.</p><p></p><p>Or, you could combine both of these examples. Quit rewarding players for having their PCs die <em>and</em> make raising easier. I don't see either of these solutions as problematic in game.</p></blockquote><p></p>
[QUOTE="Nonlethal Force, post: 3547333, member: 35788"] Well, you are certainly rewarding [S]player[/S] character death, that's for sure. :lol: I would suggest one of two options. The easiest has been stated above. Change the rules about what level new PCs are introduced. The metagame justification is that a new PC is making it tougher on the DM to hold party and plot continuity together. Therefore, new PCs begin a half level (XP wise) behind where a raised PC would begin. And, according to the DMG wealth standard, they get to choose items equalling half their wealth and they get to roll randomly using the appropriate treasure tables for the rest of their wealth. [I]{EDIT: The IC justification for this is that every character can buy things in D&D, but characters often randomly find stuff as they adventure. This reflects reality - and not pregen characters}[/I] The second option involves a houserule, but is an easy fix. Nobody bats an eye when certain spells say "Spell only affects characters of X HD or lower." {For example, hold person} Why not reverse that? Have raise dead (and the various upgrades from that) only work on characters with HD equal to or greater than the minimum caster level of the spell. There is an IC reason this could be true. The strain of coming back from the dead via the spell is so great that only characters of certain level can survive it. So, you can make the spell much cheaper without making it available to every commoner on the street. Commoners don't get to use the spell because the caster (most likely a priest) can tell whether or not the deceased would survive the casting anyway. Or, you could combine both of these examples. Quit rewarding players for having their PCs die [I]and[/I] make raising easier. I don't see either of these solutions as problematic in game. [/QUOTE]
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