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Why penalize returning from death?
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<blockquote data-quote="5ekyu" data-source="post: 7288165" data-attributes="member: 6919838"><p>I have a slightly different view.</p><p></p><p>i see it as a progression of scales.</p><p></p><p>At 1 hp you are active.</p><p>At 0 hp you are inactive - pretty severe - and without more player involvement may die - likely if combat flying around you causing incidental damage. Come back and you are mostly Ok though at low Hp.</p><p>Dead quick - gotto 0 hp and did not recover - you are inactive and no chance to return on your own. the others have 10 rds to save you with this spell at a cost of 300gp. (So the difference in the brief neglect was 300gp cost.)</p><p>Dead long - they did not get to you in ten rounds. Now it will be a riase dead in ten days at 500gp AND you will be down for -4ish for days to come.</p><p>Way Way dead - they did not get to you even in the 10 days so now we are looking at 1000gp and problems for both revived and reviver.</p><p></p><p>That massive jump from stabilize "save you in 1-2 rounds" to raise dead etc if you remove revivify seems out of whack with the difficulties involved. revivify seems to me to be a needed link in the chain of consequences vs effort/fail there. that is why i was gl;ad to see it added in.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7288165, member: 6919838"] I have a slightly different view. i see it as a progression of scales. At 1 hp you are active. At 0 hp you are inactive - pretty severe - and without more player involvement may die - likely if combat flying around you causing incidental damage. Come back and you are mostly Ok though at low Hp. Dead quick - gotto 0 hp and did not recover - you are inactive and no chance to return on your own. the others have 10 rds to save you with this spell at a cost of 300gp. (So the difference in the brief neglect was 300gp cost.) Dead long - they did not get to you in ten rounds. Now it will be a riase dead in ten days at 500gp AND you will be down for -4ish for days to come. Way Way dead - they did not get to you even in the 10 days so now we are looking at 1000gp and problems for both revived and reviver. That massive jump from stabilize "save you in 1-2 rounds" to raise dead etc if you remove revivify seems out of whack with the difficulties involved. revivify seems to me to be a needed link in the chain of consequences vs effort/fail there. that is why i was gl;ad to see it added in. [/QUOTE]
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Why penalize returning from death?
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