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Re: Raising the Dead
Posted: Tue Jan 17, 2017 6:21 pm
by aaron22
Vogar Eol wrote:Tell you what, from this day forward I'll ask for 10k for my services. I predict most people will refuse, threaten him, or declare me as cruel and/or evil. If all these hardcores really want to be parted from coin they can seek my character out for his IC services.
for sure. a charitable contribution for your devotion and your piety. also to further the words and blessings of god/goddess. maybe even advance offerings to show that they revere your services. (deity depending i suppose).
Re: Raising the Dead
Posted: Tue Jan 17, 2017 7:19 pm
by Wyatt
Wyatt pushes the door open and saunters in, hands resting casually and thumbs hooked throuh his belt. He listens for several moments and finally speaks up quietly at a lull in the conversation.
"I'd be much obliged if ya'll would keep the tone friendly in this here establishment. Don't mind discussions but there ain't no need fer sniping at one another, savvy? No reason we can't all get along."

Re: Raising the Dead
Posted: Tue Jan 17, 2017 7:41 pm
by Young Werther
Actually if I remember right ressing at the temple used to cost 1k gold but was lowered to 500 for some reason. Makes it easier for me when I play lowbie characters and don't feel like xfering gold from my loaded toons. Also I would rather people be able to ress asap before the server crashes rather than having to hustle that gold... but I am quite casual when i comes to death on this server. Used to play on a server with permadeath and lose of level on ress and enjoyed it immensely.
Re: Raising the Dead
Posted: Wed Jan 18, 2017 11:16 am
by metaquad4
Idea!
If you cast the spell from a scroll, and without a diamond in your inventory, the subject of the spell gains 10 negative levels. If you cast it while being a cleric/FvS/Spirit Shaman (from your spell list or from a feat) without a diamond, the subject gains 5 negative levels. If you cast it as a cleric/FvS/Spirit Shaman with a diamond, the subject doesn't get any negative levels. The diamond is consumed upon casting.
Negative Levels can be cured with a restoration spell or a rest.
So, to re-cap:
Cast with a scroll (Not from a feat or spell-list): The subject gains 5 stacking negative levels for 24 hours.
Cast without a diamond: The subject gains 5 stacking negative levels for 24 hours.
If negative levels are gained, they can be cured with a restoration spell or a rest.
Also, remove the channeling if this is done. Please!
Re: Raising the Dead
Posted: Wed Jan 18, 2017 11:29 am
by aaron22
metaquad4 wrote:Idea!
If you cast the spell from a scroll, and without a diamond in your inventory, the subject of the spell gains 10 negative levels. If you cast it while being a cleric/FvS/Spirit Shaman (from your spell list or from a feat) without a diamond, the subject gains 5 negative levels. If you cast it as a cleric/FvS/Spirit Shaman with a diamond, the subject doesn't get any negative levels. The diamond is consumed upon casting.
Negative Levels can be cured with a restoration spell or a rest.
So, to re-cap:
Cast with a scroll (Not from a feat or spell-list): The subject gains 5 stacking negative levels for 24 hours.
Cast without a diamond: The subject gains 5 stacking negative levels for 24 hours.
If negative levels are gained, they can be cured with a restoration spell or a rest.
Also, remove the channeling if this is done. Please!
i like the idea. it compromises both sides equally. i am assuming that casting from a scroll with a diamond makes no difference and therefor maintains the need of a battlefield healer.
what does a resto pot go for? if far less, essentially that becomes the cost of a raise not a diamond.
Re: Raising the Dead
Posted: Wed Jan 18, 2017 12:02 pm
by Hoihe
I like the diamond idea. Doesn't ruin adventuring for folks like me either.
Re: Raising the Dead
Posted: Wed Jan 18, 2017 12:34 pm
by Valefort
It won't make death more relevant for the people who have the tools to cure these consequences, will it ?
Re: Raising the Dead
Posted: Wed Jan 18, 2017 1:00 pm
by metaquad4
If you have the tools to cure consequences, they tend to go away, yes. Such is the way with many things. This change would give cleric/FvS resurrection some relevance, and make mid-combat resurrections risky if you don't have a cleric and the material component.
I'd also include another penalty: 5 negative levels if you use raise dead instead of Resurrection. This'd make Raise Dead scrolls way more risky to use. And restoration pots aren't sold, to my knowledge. They are either made or bought.
To recap:
Cast with a scroll (Not from a feat or spell-list): The subject gains 5 stacking negative levels for 24 hours.
Cast without a diamond: The subject gains 5 stacking negative levels for 24 hours.
Cast with Raise Dead instead of Resurrection: The subject gains 5 stacking negative levels for 24 hours.
If negative levels are gained, they can be cured with a restoration spell or a rest.
We could also vary things up.
Alternative:
Cast with a scroll (Not from a feat or spell-list): The subject is blinded and loses -4 DEX/CON/STR for 24 hours.
Cast without a diamond: The subject gains 5 negative levels and is slowed by 50% for 24 hours.
Cast with Raise Dead instead of Resurrection: The subject loses all memorized spells and other per day abilities until they rest.
Make the NPC clerics at temples, in addition to the regular cost, charge 5k or a diamond as well. And remove the damnable channeling

Re: Raising the Dead
Posted: Wed Jan 18, 2017 1:24 pm
by Valefort
5k ? And what of newbies ?

It's not good, the gold cost is already significant for them.
And why remove the channelling ? That's the one thing that was done to make death more relevant in combat. If anything the channelling should be added to scrolls. The proposal amounts to no consequences for rich PCs and bothersome ones for poor PCs. I much prefer the status quo except adding channelling on scrolls.
Re: Raising the Dead
Posted: Wed Jan 18, 2017 1:37 pm
by Aeb Ankor
If the idea is to make dying really really suck for everyone involved than by all means add a million contingent rules and negative effects... add this chant on top of the heavy restrictions,
"Soft kitty, Warm kitty, Little ball of fur, happy kitty, sleepy kitty, purr purr purr. ..."
If not, go easy on dreams of how to complicate the changes. Don't over think this idea.
Re: Raising the Dead
Posted: Wed Jan 18, 2017 1:39 pm
by aaron22
what is this channeling? i likely have had it occur, but was unaware. explain please.
Re: Raising the Dead
Posted: Wed Jan 18, 2017 1:47 pm
by Valefort
If a cleric casts raise dead / ressurect it takes him 5 rounds.
Re: Raising the Dead
Posted: Wed Jan 18, 2017 1:47 pm
by Kiran
I think there are some good ideas in here to make Clerics/healers more unique, but at the same time I feel like this is something that does not need to be too regulated.
I play on my main as a pure healer guy who's slightly unconventional, and what I have found in groups is that some groups if a member dies, the whole group stops and roleplays around it, the player himself then feels as if or she has to as well, acting injured, groggy and hurt. If they were killed by a bigger monster usually even more so hurt. This could lead to him or her having to be supported through the dungeon, us having to leave so the medic can look them over in better light, or them going on, depending on their roleplay preference. With other groups, someone dies, we all stop, I ress him, we move on.
I really think it should be down to the player who was killed/knocked out how he roleplays the ress he recieves. I know a couple of people where the whole group died and they actually deleted their char as they saw that as officially dead, kudos to them. Or they died to something big like a dragon and rp'd their character as chewed up too much for a ress to work.
It goes the same for any roleplay that involves injuries. I think on my character Damien I have performed 50+ surgeries from broken hands to re-attaching limbs. I know really just a spell according to lore fixes all, but some people enjoy roleplaying around this and will go out of there way to find my character to fix them. This roleplay can be a quick 2 minutes, here is a tonic/potion, make sure you get some rest, dont swim in the next hour. Or it could be them needing a full on operation from them dying/having died or been knocked out in game.
I honestly think we should leave it as it is and let people decide how they want to do it when they get ressed. Usually what I do when I ress someone is send a whisper saying (OOC - You got killed by this spell/monster/item, would you like my char to be more concerned with the injury and roleplay accordingly or did you just get knocked out etc?)
Just my thoughts
Re: Raising the Dead
Posted: Wed Jan 18, 2017 1:56 pm
by aaron22
is it possible that everyone be correct?
i think there should be more penalty for death.
i think that it shouldn't be cumbersome for a player to RP the incident as they see fit as long as it is within reason. **DM discretion obviously**
there must be some place that this can meet the majority.
RP death is like lingerie. one size does NOT fit all.
Re: Raising the Dead
Posted: Wed Jan 18, 2017 2:05 pm
by Vogar Eol
Valefort wrote:If a cleric casts raise dead / ressurect it takes him 5 rounds.
Valefort, the way I read this whole topic was as ideas players are tossing around in a bargaining attempt to remove "buggy" channeling. They'd rather pay gold/diamonds than have it take 5 rounds, because... bugs.
Personally, I haven't been messing with channeling very much. I've attempted two resurrections since I've been back. I think its fine, and does what it intended to do. The first time I tried to help someone mid combat, I ended up dying from my ignorance of the changes.