Raising the Dead
Moderators: Moderator, Developer, Quality Control, DM
- Valefort
- Retired Admin
- Posts: 9779
- Joined: Thu Apr 28, 2011 5:07 pm
- Location: France, GMT +2
Re: Raising the Dead
Add a cost if the spell was cast from a scroll ?
And removal from shops.
Mealir Ostirel - Incorrigible swashbuckler
- Glowfire
- Posts: 1813
- Joined: Thu Jul 28, 2016 9:14 am
Re: Raising the Dead
How often do people RP in-game deaths as 'deaths'?
Rarely, I think. And if someone did RP actually dying ten times in a large event (the one recently at FAI springs to mind) I'm not really sure what the proper IC reaction to that would be.
Most often, people seem to settle for unconsciousness or grievously wounded instead of death.
Increasing the gold cost will hurt new players and lower levels. I think its currently 500gp to be raised by an NPC priest. Making it 5000gp is a steep increase. How would it enhance RP?
Characters A and B are in a party. Character A gets caught by a bad spell and dies. Player B says tough luck, he can't pay anyone - just take the xp cost. Then character A spawns somewhere which is likely far away from where character B is. Player A has limited play time and doesn't quite fancy lying dead in the game world for an extended time so he runs his character to where character B is and they RP the death as a narrow escape and resume from where they were.
I think it would be better to simply rename Raise Dead to smelling salts.
Rarely, I think. And if someone did RP actually dying ten times in a large event (the one recently at FAI springs to mind) I'm not really sure what the proper IC reaction to that would be.
Most often, people seem to settle for unconsciousness or grievously wounded instead of death.
Increasing the gold cost will hurt new players and lower levels. I think its currently 500gp to be raised by an NPC priest. Making it 5000gp is a steep increase. How would it enhance RP?
Characters A and B are in a party. Character A gets caught by a bad spell and dies. Player B says tough luck, he can't pay anyone - just take the xp cost. Then character A spawns somewhere which is likely far away from where character B is. Player A has limited play time and doesn't quite fancy lying dead in the game world for an extended time so he runs his character to where character B is and they RP the death as a narrow escape and resume from where they were.
I think it would be better to simply rename Raise Dead to smelling salts.
Power is the most persuasive rhetoric.
Friedrich von Schiller
Friedrich von Schiller
- dedude
- Retired Staff
- Posts: 1550
- Joined: Wed Nov 02, 2016 11:21 am
Re: Raising the Dead
Or we can just set all players to immortal when they log on. Eliminate the inconvenience that is death. /s
You can probably tell I'm no fan of the option to RP mechanical death any way you feel like. I think that option should be left in the hands of a DM during events.
You can probably tell I'm no fan of the option to RP mechanical death any way you feel like. I think that option should be left in the hands of a DM during events.
- aaron22
- Recognized Donor
- Posts: 3525
- Joined: Sat Feb 06, 2016 3:39 pm
- Location: New York
Re: Raising the Dead
when you are low levels you just eat the myrkul penalty. by level 12 when the xp penalty starts getting a bit costly, 5000gp is not that dramatic a financial hit. by 18 it is pocket change.
Khar B'ukagaroh
"You never know how strong you are until being strong is your only choice."
Bob Marley
- DM Hera
- Posts: 2364
- Joined: Tue Oct 04, 2016 3:23 pm
- Location: Mount Olympus
Re: Raising the Dead
My personal view.
I think the only idea here I like and I think it's really good is rename raise dead to smelling salts.
This would really make death matter and become more a player choice or DM story mode event.
Just a fantastic idea.
I think the only idea here I like and I think it's really good is rename raise dead to smelling salts.
This would really make death matter and become more a player choice or DM story mode event.
Just a fantastic idea.
My personal view is in red, for I am fancy.
- aaron22
- Recognized Donor
- Posts: 3525
- Joined: Sat Feb 06, 2016 3:39 pm
- Location: New York
Re: Raising the Dead
the hardest thing to RP for me revolves around raising from death. witnessing it is awkward in battle. being raised is even more so. smelling salts would make this much easier.DM Hera wrote:My personal view.
I think the only idea here I like and I think it's really good is rename raise dead to smelling salts.
This would really make death matter and become more a player choice or DM story mode event.
Just a fantastic idea.
Khar B'ukagaroh
"You never know how strong you are until being strong is your only choice."
Bob Marley
- Kiran
- Posts: 797
- Joined: Wed Feb 03, 2016 12:21 pm
- Location: United Kingdom
Re: Raising the Dead
This... 100% this..DM Hera wrote:My personal view.
I think the only idea here I like and I think it's really good is rename raise dead to smelling salts.
This would really make death matter and become more a player choice or DM story mode event.
Just a fantastic idea.
Player of:
Damian Pascal, - Run away/dead. - Background - Corruption from Within
Amenthes Serb, Knight - Gone missing/Supposed dead Background
Tamzim Renima, mercenary - Handed over to the fist. Background
Kiran, Golden Wheel - Presumed dead
Althalous Fenwick, Paladin of Mystra. - A memory lost
Althalous Fenwick, Paladin of Mystra. - A memory lost
-
DreWalker
- Posts: 253
- Joined: Wed Mar 20, 2013 12:43 am
Re: Raising the Dead
*our brave hero seeks to slay a dragon in a deep and dangerous dungeon, he/she finds the final floor and is burned to a crisp and torn to pieces by a most powerful foe and its minions. Fear not, a passerby waves something under the hero's nose. Instantly the hero raises and charges back into battle like nothing happened*
Irrtana-Yathrin
Draya- surviving
Draya- surviving
- ValerieJean
- Retired Staff
- Posts: 835
- Joined: Thu Mar 20, 2014 10:54 pm
Re: Raising the Dead
This would still act as Raise dead though, they would be brought back to 1HP. I understand the concept it in an RP fashion to just RP as horribly wounded, but to me if you are at a third of hit points or less that should be your grievously wounded, you hit below 0. You died, yeah it's odd when we have the big events with ppl dropping around everywhere, but the act of having it read as smelling salts will still defeat the purpose of wanting to give more power to the Clerics. Instead of "Raise Dead" everywhere it will now be "Smelling Salts".rename Raise Dead to smelling salts.
Exactly my pointDreWalker wrote:*our brave hero seeks to slay a dragon in a deep and dangerous dungeon, he/she finds the final floor and is burned to a crisp and torn to pieces by a most powerful foe and its minions. Fear not, a passerby waves something under the hero's nose. Instantly the hero raises and charges back into battle like nothing happened*
I would say and this hurts my chars lol, as I like having some raise deads on hand! (It's just so nice) Pull them from the NPCs if any have it. (I didnt know they did or I just didn't realize as I just bought mine off of Mudd from others players.) Instead of pulling them completely from loot drops as it's handy to have a scroll as a Cleric as well. Maybe make them rarer and then lock it to clerics only. Iirc might raise the DC on UMD as well? Then UMD is not at a complete loss as that's the whole point of it. Make them able to be scribed for Clerics at a cost just like it is with Wizards and such, I would say have the casting of the spell leave that open to RP for PC clerics but NPCs maybe price it out by level?
Lvl1-10: 500gp
11-15: 1000gp
16-20: 2000gp
21-26: 3500gp
27-30: 5000gp
Or something, so where it's not outright taxing a new player but not cheap for a higher end as well?
Micar'vilchi Illiathor
Gaven Arkalis
Gaven Arkalis
- aaron22
- Recognized Donor
- Posts: 3525
- Joined: Sat Feb 06, 2016 3:39 pm
- Location: New York
Re: Raising the Dead
it does make a conundrum though. smelling salts means you were dazed or at worst KO'd. if that were the case then why does that mean dead unless a priest is nearby. if they were just dazed then eventually they would wake unless killed by a foe in that state. this also complicates bleeding. and death/KO from poison and death spells. how exactly is smelling salts going to revive someone who fell from a drown spell or a pale masters death touch?DM Hera wrote:My personal view.
I think the only idea here I like and I think it's really good is rename raise dead to smelling salts.
This would really make death matter and become more a player choice or DM story mode event.
Just a fantastic idea.
Khar B'ukagaroh
"You never know how strong you are until being strong is your only choice."
Bob Marley
-
DM Spartacus
- Posts: 2437
- Joined: Fri Jul 29, 2016 5:08 pm
Re: Raising the Dead
I think almost all spells and class abilities are duplicated in items. Not sure Raise Dead should be different mechanically. Though I favour making Clerics more important and all classes more relevant - I think it is a much bigger and wider issue to address that now.
As for RP playing a near miss/knockout blow/dying but not dead.. is personally much easier to contend with both as player and DM. Perhaps it could be left with the rescuer to dictate this RP. (and some guidance given for that)
So smelling salts for me. Availability wise happy to see it drain gold and empower Clerics (with a nod to the wider issues that everything else spell wise suffers from this too)
As for RP playing a near miss/knockout blow/dying but not dead.. is personally much easier to contend with both as player and DM. Perhaps it could be left with the rescuer to dictate this RP. (and some guidance given for that)
So smelling salts for me. Availability wise happy to see it drain gold and empower Clerics (with a nod to the wider issues that everything else spell wise suffers from this too)
- ValerieJean
- Retired Staff
- Posts: 835
- Joined: Thu Mar 20, 2014 10:54 pm
Re: Raising the Dead
I cannot take credit for this (DreWalker suggested rename tool) but why haven't the one's who wish to rename it just use the renaming tool to accommodate the situation or however you want to RP how you found Dead Body Joe?
DMs and players alike.
DMs and players alike.
Micar'vilchi Illiathor
Gaven Arkalis
Gaven Arkalis
-
DM Spartacus
- Posts: 2437
- Joined: Fri Jul 29, 2016 5:08 pm
Re: Raising the Dead
I think people do generally apply there own decision at any given time.
I think however there is a chance here to agree a standard (even if that actually means a variable standard) so that Guidance or rules are out there for all.
I think however there is a chance here to agree a standard (even if that actually means a variable standard) so that Guidance or rules are out there for all.
- dedude
- Retired Staff
- Posts: 1550
- Joined: Wed Nov 02, 2016 11:21 am
Re: Raising the Dead
Why is it that death is difficult to RP? If anything, I would say it's easier when a raise dead spell is involved. This is part of the magic world of Forgotten Realms, and it has always been so. It becomes a bit more difficult to explain when you go through Myrkul, but that story is part of this server's rules/mythology.
- aaron22
- Recognized Donor
- Posts: 3525
- Joined: Sat Feb 06, 2016 3:39 pm
- Location: New York
Re: Raising the Dead
what is difficult is lets say my fighter tony dies and is rezzed. my health is full and i have no ailments to speak of. as far as i am concerned i am ready to go. grab up my various wands, do my UMD buffs. and off i go. but then suzy over there dies. she gets rezzed, but instead of popping up she lies there and pretends to be hurt. clearly i can see she has full health and no ailments as well. but 10 mins we go through a long process of getting her back to the task. did i mess up my RP with tony? should i have rolled around on the ground? but i played my sheet. my sheet says i am fine. did suzy mess up? she did just die. that has to be something.. right?dedude wrote:Why is it that death is difficult to RP? If anything, I would say it's easier when a raise dead spell is involved. This is part of the magic world of Forgotten Realms, and it has always been so. It becomes a bit more difficult to explain when you go through Myrkul, but that story is part of this server's rules/mythology.
Khar B'ukagaroh
"You never know how strong you are until being strong is your only choice."
Bob Marley