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Why penalize returning from death?
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<blockquote data-quote="Ahriduz" data-source="post: 7288491" data-attributes="member: 6922615"><p>I'm assuming you're talking about the function of these spells in 5th edition, as that's what the OP stated. Revivify can only be cast on a creature that has died within the last minute, it's a clutch spell with a material cost of diamonds worth 300gp. It's very situational, in a combat situation you've got ten rounds to get the character that can cast Revivify into touch range of the recently deceased target; on top of that the character with Revivify needs to have the diamonds on them (300gp worth of diamonds should be pretty costly for a 5th level character). Additionally, usage of Revivify takes up a third level spell slot - a pretty powerful slot for characters of that level.</p><p></p><p>Raise Dead costs, at minimum, a diamond worth 500gp. The character casting this should be at least <strong>9th</strong> level, since that's when they get the spell slot. Characters of this level are beginning to enter a stage of power and ability beyond the comprehension of an average creature. I mean, they're not quite at 20th level but they're still quite powerful. Even though it's quite a powerful spell slot, Raise Dead has its own set of limitations. First of all, the creature has have been dead for no longer than 10 days and can't have died too violently. The spell closes mortal wounds, but it doesn't restore missing body parts or organs. If a character suffered a particularly brutal death in which they now lack an organ or body part necessary for survival, you simply can't Raise Dead them. The spell automatically fails.</p><p></p><p>I agree that playing in a particularly high-death campaign can mean that death loses it sting, but it completely depends on the player. I, for one, start to lose my immersion when a fellow player has died five times and somehow finds a way to weave their new character back into the party. Death, for people like me, is a massive punishment in and of itself -- I put massive amounts of work into each character, losing them is like throwing dozens of hours down the drain. I must have a connection with my character to be immersed. It would be easier for me to play in a campaign where player death is taboo, but I feel that that would be equally immersion breaking in the end.</p><p></p><p>Anyway, without going on a tangent, I feel like you're purposely minimalizing resurrection spells - Revivify has a very short time span in which it must be cast and a rather high material cost barrier for it's level. If your party is at the point where they are dropping Revivify's left right and centre in combat, they're probably at a high enough level where you could expect a character of their power to not simply succumb to death like a normal person. They're beyond that stage. If you don't want to roleplay them as being beyond such petty things as death, you don't have to accept resurrection spells. You have the final choice of whether someone can resurrect your character, not them. The same goes for Raise Dead, but in a different way.</p></blockquote><p></p>
[QUOTE="Ahriduz, post: 7288491, member: 6922615"] I'm assuming you're talking about the function of these spells in 5th edition, as that's what the OP stated. Revivify can only be cast on a creature that has died within the last minute, it's a clutch spell with a material cost of diamonds worth 300gp. It's very situational, in a combat situation you've got ten rounds to get the character that can cast Revivify into touch range of the recently deceased target; on top of that the character with Revivify needs to have the diamonds on them (300gp worth of diamonds should be pretty costly for a 5th level character). Additionally, usage of Revivify takes up a third level spell slot - a pretty powerful slot for characters of that level. Raise Dead costs, at minimum, a diamond worth 500gp. The character casting this should be at least [B]9th[/B] level, since that's when they get the spell slot. Characters of this level are beginning to enter a stage of power and ability beyond the comprehension of an average creature. I mean, they're not quite at 20th level but they're still quite powerful. Even though it's quite a powerful spell slot, Raise Dead has its own set of limitations. First of all, the creature has have been dead for no longer than 10 days and can't have died too violently. The spell closes mortal wounds, but it doesn't restore missing body parts or organs. If a character suffered a particularly brutal death in which they now lack an organ or body part necessary for survival, you simply can't Raise Dead them. The spell automatically fails. I agree that playing in a particularly high-death campaign can mean that death loses it sting, but it completely depends on the player. I, for one, start to lose my immersion when a fellow player has died five times and somehow finds a way to weave their new character back into the party. Death, for people like me, is a massive punishment in and of itself -- I put massive amounts of work into each character, losing them is like throwing dozens of hours down the drain. I must have a connection with my character to be immersed. It would be easier for me to play in a campaign where player death is taboo, but I feel that that would be equally immersion breaking in the end. Anyway, without going on a tangent, I feel like you're purposely minimalizing resurrection spells - Revivify has a very short time span in which it must be cast and a rather high material cost barrier for it's level. If your party is at the point where they are dropping Revivify's left right and centre in combat, they're probably at a high enough level where you could expect a character of their power to not simply succumb to death like a normal person. They're beyond that stage. If you don't want to roleplay them as being beyond such petty things as death, you don't have to accept resurrection spells. You have the final choice of whether someone can resurrect your character, not them. The same goes for Raise Dead, but in a different way. [/QUOTE]
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