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What's the problem with bringing PCs back from the dead?
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<blockquote data-quote="Jefe Bergenstein" data-source="post: 3371219" data-attributes="member: 31506"><p>Except its not quite like that for people who ditch raise dead. Most of the time they have safety valves in place to lower the number of deaths.</p><p></p><p>In the game I'm running now, set in oathbound, the ursurper gods arent true divine beings. They have to constantly devour parts of souls that go to them in order to maintain their power, and keep the true god imprisoned in the forge (a fact that is hidden from their worshippers). Raise dead, speak with dead, etc, dont make any sense in this campaigin setting, in order to preserve the mystery.</p><p></p><p>Not wanting a parade of random dudes filling in whenever someone bites it, I need another solution. Somthing to delay death, but still cause a sting in an instance where death would occur. Enter the Luck score.</p><p></p><p>Like any ability score, you generate through normal means (modded point buy in this game). If your score yields a bonus, you can apply that result to any die up to twice per session after its rolled. If its a penalty, the Dm can apply up to twice the penalty to any roll you make once per session (or as a bonus to someone targetting you). You can permanently burn a point of luck to be reduced to -9 HP instead of killed, or to do some crazy wahoo heroics. </p><p></p><p>The penalty effect leads to a spiral where characters with negative luck tend to need to use mroe luck to survive. Eventually your luck runs out, and you die when you cant save yourself.</p><p></p><p>Its worked out about the same as if I had res spells. Characters perma die about as often. The flavor of the campaign is preserved, dogs and cats - living together and all that good stuff.</p><p></p><p>I've run plenty of games with normal rez spells as well. This does, IMO have the advantage of not having one of your player sit on their thumb for 2-3 sessions as they truck back to the resurrection shack if they botch a save.</p></blockquote><p></p>
[QUOTE="Jefe Bergenstein, post: 3371219, member: 31506"] Except its not quite like that for people who ditch raise dead. Most of the time they have safety valves in place to lower the number of deaths. In the game I'm running now, set in oathbound, the ursurper gods arent true divine beings. They have to constantly devour parts of souls that go to them in order to maintain their power, and keep the true god imprisoned in the forge (a fact that is hidden from their worshippers). Raise dead, speak with dead, etc, dont make any sense in this campaigin setting, in order to preserve the mystery. Not wanting a parade of random dudes filling in whenever someone bites it, I need another solution. Somthing to delay death, but still cause a sting in an instance where death would occur. Enter the Luck score. Like any ability score, you generate through normal means (modded point buy in this game). If your score yields a bonus, you can apply that result to any die up to twice per session after its rolled. If its a penalty, the Dm can apply up to twice the penalty to any roll you make once per session (or as a bonus to someone targetting you). You can permanently burn a point of luck to be reduced to -9 HP instead of killed, or to do some crazy wahoo heroics. The penalty effect leads to a spiral where characters with negative luck tend to need to use mroe luck to survive. Eventually your luck runs out, and you die when you cant save yourself. Its worked out about the same as if I had res spells. Characters perma die about as often. The flavor of the campaign is preserved, dogs and cats - living together and all that good stuff. I've run plenty of games with normal rez spells as well. This does, IMO have the advantage of not having one of your player sit on their thumb for 2-3 sessions as they truck back to the resurrection shack if they botch a save. [/QUOTE]
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What's the problem with bringing PCs back from the dead?
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