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<blockquote data-quote="Estlor" data-source="post: 2715224" data-attributes="member: 7261"><p><u>Ghostwalk - Yes, this is on topic</u></p><p></p><p>I love Ghostwalk. I've always wanted to use Ghostwalk. Never got the chance, but man, my homebrew world incorporates it from the get go. War is a big element of that world. So is religion and the divine vs arcane aspect of magic. The priests of the world believe arcane magic is gained through a pact with demons (I'm using non-standard classes, and the warlock and hexblade as the primary arcane casters doesn't help appearances). Anyway, just over the next hill, not far from the major civilizations, is a tiny little city called Purgatory. It's a "last stop" before the world of the dead. If you die with a strong enough reason to stick around, you find yourself in Purgatory but you don't really remember how you got there. Of course, in the setting, resurrection magic is hard to come by. Most priests are contemplatives who can't cast spells at all. Pretty much, if you want to come back to life, you had better have a spellcaster in the party that can do it.</p><p></p><p>That's basically my view of raising the dead in a nutshell. I like to focus not on the party's desire to have their heavy hitter back in the fold, but what does the soul of the deceased want to do? By all rights, if the party has reached a level where raise dead and reincarnation is in their toolbox, they have a right to use it. But I also fully understand it goes about causing the perceived immortality of a PC. (But once you start dealing with save or die high level situations, <em>shouldn't</em> you be able to call for the redo once in a while?)</p><p></p><p>3.X is all about options, not restrictions. That's why I love Ghostwalk. You don't have to shred that character sheet, even if you don't want to come back to life. If you're dead in the middle of a great quest, you can always go after that last great task so your soul can rest. Or maybe you need time to put together a raise dead spell and can haunt your party until they do it. It adds a whole new level of possibilities to dying that weren't there before SKR snuck that product through the 3.0/3.5 split. That's also what I love about the D20 system. There's so much you can do with the same mechanic, it really shows the versatility of the game.</p><p></p><p>And really, high level play is all about doing stupid things and somehow coming out of it smelling like a rose. Raise dead is for those times a few "1"s come into your life. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>(Still fishing for Elements of Magic: Mythic Earth, unless of course I "won" yesterday, in which case don't pick me anymore. Give the free swag to someone else.)</p></blockquote><p></p>
[QUOTE="Estlor, post: 2715224, member: 7261"] [U]Ghostwalk - Yes, this is on topic[/U] I love Ghostwalk. I've always wanted to use Ghostwalk. Never got the chance, but man, my homebrew world incorporates it from the get go. War is a big element of that world. So is religion and the divine vs arcane aspect of magic. The priests of the world believe arcane magic is gained through a pact with demons (I'm using non-standard classes, and the warlock and hexblade as the primary arcane casters doesn't help appearances). Anyway, just over the next hill, not far from the major civilizations, is a tiny little city called Purgatory. It's a "last stop" before the world of the dead. If you die with a strong enough reason to stick around, you find yourself in Purgatory but you don't really remember how you got there. Of course, in the setting, resurrection magic is hard to come by. Most priests are contemplatives who can't cast spells at all. Pretty much, if you want to come back to life, you had better have a spellcaster in the party that can do it. That's basically my view of raising the dead in a nutshell. I like to focus not on the party's desire to have their heavy hitter back in the fold, but what does the soul of the deceased want to do? By all rights, if the party has reached a level where raise dead and reincarnation is in their toolbox, they have a right to use it. But I also fully understand it goes about causing the perceived immortality of a PC. (But once you start dealing with save or die high level situations, [I]shouldn't[/I] you be able to call for the redo once in a while?) 3.X is all about options, not restrictions. That's why I love Ghostwalk. You don't have to shred that character sheet, even if you don't want to come back to life. If you're dead in the middle of a great quest, you can always go after that last great task so your soul can rest. Or maybe you need time to put together a raise dead spell and can haunt your party until they do it. It adds a whole new level of possibilities to dying that weren't there before SKR snuck that product through the 3.0/3.5 split. That's also what I love about the D20 system. There's so much you can do with the same mechanic, it really shows the versatility of the game. And really, high level play is all about doing stupid things and somehow coming out of it smelling like a rose. Raise dead is for those times a few "1"s come into your life. :D (Still fishing for Elements of Magic: Mythic Earth, unless of course I "won" yesterday, in which case don't pick me anymore. Give the free swag to someone else.) [/QUOTE]
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