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Why penalize returning from death?
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<blockquote data-quote="Arilyn" data-source="post: 7288124" data-attributes="member: 6816042"><p>The problem with the resurrection spell in all DnD games is that it has never made much sense, from a story point of view. In earlier editions, you came back weaker, or died from shock. A deity has intervened to bring you back from the dead, but leaves you weak, or just lets you immediately die again? Costing money kind of works, I guess, but feels like deities need to be paid, which could work for some, I suppose.</p><p></p><p>I much prefer consequences that are more story driven. Maybe you have been returned to complete a task, but then die. You could owe the deity a big debt. Some other deity disapproves of your return, so now you've got some brand new opponents to deal with. There are tons of possibilities.</p><p></p><p>There should always be the very real possibility that the spell just fails, because I don't think most deities will continually pop people back to life, especially if all you need is money and access to an appropriately levelled cleric. Can you imagine what effect this would have on society? And its doubtful that whatever death God you have in your campaign would put up with these shenanigans.</p><p></p><p>Having said all this, death is a boring consequence in an rpg. I would much rather make my players squirm with guilt, or get captured, or blamed, or exiled....If a player character dies, it should have meaning, and be the logical end of their own story arc. I have found frequent deaths in an rpg can also remove the bite of consequences, as players just make a new character, engage in "Bob the Second" behaviour, and do things like not even naming their character until 3rd level. </p><p></p><p>My players know that they will not die from a random Kobold or trap, yet they experience tension, are fully engaged and suffer horribly from bad decisions. They don't feel immortal and throw themselves heedlessly into danger, cause they know, if they behave like that, I will just let them die. And the gods won't look kindly on such foolishness either...</p></blockquote><p></p>
[QUOTE="Arilyn, post: 7288124, member: 6816042"] The problem with the resurrection spell in all DnD games is that it has never made much sense, from a story point of view. In earlier editions, you came back weaker, or died from shock. A deity has intervened to bring you back from the dead, but leaves you weak, or just lets you immediately die again? Costing money kind of works, I guess, but feels like deities need to be paid, which could work for some, I suppose. I much prefer consequences that are more story driven. Maybe you have been returned to complete a task, but then die. You could owe the deity a big debt. Some other deity disapproves of your return, so now you've got some brand new opponents to deal with. There are tons of possibilities. There should always be the very real possibility that the spell just fails, because I don't think most deities will continually pop people back to life, especially if all you need is money and access to an appropriately levelled cleric. Can you imagine what effect this would have on society? And its doubtful that whatever death God you have in your campaign would put up with these shenanigans. Having said all this, death is a boring consequence in an rpg. I would much rather make my players squirm with guilt, or get captured, or blamed, or exiled....If a player character dies, it should have meaning, and be the logical end of their own story arc. I have found frequent deaths in an rpg can also remove the bite of consequences, as players just make a new character, engage in "Bob the Second" behaviour, and do things like not even naming their character until 3rd level. My players know that they will not die from a random Kobold or trap, yet they experience tension, are fully engaged and suffer horribly from bad decisions. They don't feel immortal and throw themselves heedlessly into danger, cause they know, if they behave like that, I will just let them die. And the gods won't look kindly on such foolishness either... [/QUOTE]
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