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Switch to Forum Live View Raise Dead Consequences
4 months ago  ::  Feb 01, 2013 - 6:49PM #11
Phlanex
Date Joined: Mar 18, 2010
Posts: 36
Actually I like the cheated death idea.  Perhaps down the line, the character comes upon a small group of people who have died the same way (or just plain died) within the world?  Maybe they are known as outcasts, and are effectively treated like lepers were in the middle ages.  They are effecitvely "touched by the god(s)" and so become one of the "bleak" or "lost" ones within this world.  This can create some major tension with other locals ranging from ignoring the character (when making purchases or going to a tavern/public place) to as bad a lynch(drowning?) mobs literally chasing the PC. 

Maybe this is even the beginning to releasing themselves from this plane of existence?  The PC slowly begins dreaming of the material plane - maybe they see visions of a dry land and think its something on the current world but actually of another plane.  Maybe they begin to materialze on the material plane for moments at a time, and as the mark continues to spread, so too does the time spent on the material plane.  I dont know how invested or how in to the water world your players are, so this may not be a good idea.

An amusing idea might be that the mark is now a way for spellcasters to effectively "summon" that character on the material plane for moments at a time against their will.  The summoning could last for perhaps 60 seconds at a time or so.  Maybe they would have to succeed on a Will save against the summoner to not follow direction or something after being summoned.

Certainly sounds intriguing the world and all.  It does never hurt to talk to the players and get their thoughts.  Ability loss is acceptable as well.  I get the ressurection being a big deal since you dont want your players to needlessly throw themselves at encounters they may have trouble with, without forethought.

Maybe the mark is because of the taint on their soul and it is manifesting itself, and the Nine Hells now have a "hook" in the character so that they may possess their soul in time without some sort of atonement.  Maybe they have dreams and nightmarish visions of the Hells and wake with the mark burning and effectively putting a small combat penalty on them for the days they have those nightmares....

Good luck though, certainly interesting!
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4 months ago  ::  Feb 01, 2013 - 9:21PM #12
Neutronium_Dragon
Date Joined: Aug 11, 2006
Posts: 5,778

Feb 1, 2013 -- 11:20AM, Beldak_Serpenthelm wrote:


Maybe becuase they probably won't care as much about what happens to their characters if they know that nothing's going to happen to their characters?




  My experience is that Raise Dead (or an equivalent) is a prerequisite for caring about characters; people aren't inclined to care about (or put effort into) Red Shirts.

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4 months ago  ::  Feb 02, 2013 - 6:19AM #13
Kugnar
Date Joined: Jul 18, 2009
Posts: 36

Feb 1, 2013 -- 9:21PM, Neutronium_Dragon wrote:


  My experience is that Raise Dead (or an equivalent) is a prerequisite for caring about characters; people aren't inclined to care about (or put effort into) Red Shirts.


 In our campaign the raise dead spell doesn't exist. It's been going for a few years and we've only had two deaths so far, one of which we realized would have actually survived afterwards (clerics have a miniscule chance of divine intervention, and the roll passed when we remembered it). Because death is irrevocable, we take a lot more care with our characters. 

I have never played 4E. Or 3.5E. Or 3E. Or 2E. Or 1E. Or OD&D. Therefore, assume all my posts are non edition specific.
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4 months ago  ::  Feb 02, 2013 - 9:54AM #14
TheMicaMonster
Date Joined: Nov 3, 2010
Posts: 18

Feb 1, 2013 -- 10:53AM, Centauri wrote:

Feb 1, 2013 -- 6:47AM, TheMicaMonster wrote:

The point being I don't want raise dead to be super easy for my players.


Why not?


I would say because  that feels like a video game to me.  I guess it's just an old school mentality of, if you die you die and interesting twists can come from it.  It's the unpredictability of a character's death that I like, that can really change the story.

That being said I would rarely tell a player they can't bring their character back from the dead.  Sure if Tiamat came down and ate their head off, I'd probably say "no more of that character" but generally I think if they want the character back, they can have them back, but I'd like a story element to happen with it.

Additionally it just fits into the world and the fact that the God's and religion is scarce and distrusted in my campaign.  It'd be fun to have a consequence that gets worst and worst each time.

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4 months ago  ::  Feb 02, 2013 - 9:55AM #15
TheMicaMonster
Date Joined: Nov 3, 2010
Posts: 18

Feb 1, 2013 -- 8:40AM, merb101 wrote:

I'd ask the players to create some downsides to being ressurected. They don't have to be a mechanical penalties, but chances are they could create some really good issues for their characters, maybe some stuff you as the DM wouldn't have thought of. Plus it gives them more control and buy in, so they are less likely to see it as a punishment and instead view it as this cool new complication.


really love the idea of asking the players... something I rarely think of.  I guess I'm an egotist a bit!  Thanks.

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4 months ago  ::  Feb 02, 2013 - 9:59AM #16
TheMicaMonster
Date Joined: Nov 3, 2010
Posts: 18

Feb 1, 2013 -- 6:49PM, Phlanex wrote:

Actually I like the cheated death idea.  Perhaps down the line, the character comes upon a small group of people who have died the same way (or just plain died) within the world?  Maybe they are known as outcasts, and are effectively treated like lepers were in the middle ages.  They are effecitvely "touched by the god(s)" and so become one of the "bleak" or "lost" ones within this world.  This can create some major tension with other locals ranging from ignoring the character (when making purchases or going to a tavern/public place) to as bad a lynch(drowning?) mobs literally chasing the PC. 

Maybe this is even the beginning to releasing themselves from this plane of existence?  The PC slowly begins dreaming of the material plane - maybe they see visions of a dry land and think its something on the current world but actually of another plane.  Maybe they begin to materialze on the material plane for moments at a time, and as the mark continues to spread, so too does the time spent on the material plane.  I dont know how invested or how in to the water world your players are, so this may not be a good idea.

An amusing idea might be that the mark is now a way for spellcasters to effectively "summon" that character on the material plane for moments at a time against their will.  The summoning could last for perhaps 60 seconds at a time or so.  Maybe they would have to succeed on a Will save against the summoner to not follow direction or something after being summoned.

Certainly sounds intriguing the world and all.  It does never hurt to talk to the players and get their thoughts.  Ability loss is acceptable as well.  I get the ressurection being a big deal since you dont want your players to needlessly throw themselves at encounters they may have trouble with, without forethought.

Maybe the mark is because of the taint on their soul and it is manifesting itself, and the Nine Hells now have a "hook" in the character so that they may possess their soul in time without some sort of atonement.  Maybe they have dreams and nightmarish visions of the Hells and wake with the mark burning and effectively putting a small combat penalty on them for the days they have those nightmares....

Good luck though, certainly interesting!


These are great suggestions.  I especiialy love the idea of them running across someone who has been raised before and seeing what's in store for them ahead.  Devilish!

Additionally in regards to the summoner thing, I think maybe liches and so forth, or undead things will have an advantage against her in the future.  I will have to work on what that advantage is so as it fits into the rules of this world but I love that.  Thanks for spurring my imagination in a new direction.

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4 months ago  ::  Feb 02, 2013 - 10:00AM #17
TheMicaMonster
Date Joined: Nov 3, 2010
Posts: 18
Thanks to everyone so far, for the advice.  I appreciate all the replies.
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4 months ago  ::  Feb 02, 2013 - 12:12PM #18
Ahrimon
Date Joined: Aug 16, 2007
Posts: 406
You could also look at it from the other angle.  They haven't been touched by the gods.  By dying and coming back they've escaped the realm of the gods.  They've basically given the proverbial middle finger to the gods and escaped back to the mortal world.

People with such a mark have proven that they are not bound by the gods.  They could become the most influential people around.  Perhaps there are even a secret groups of god worshipers that hunt down people that are marked?
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4 months ago  ::  Feb 02, 2013 - 3:07PM #19
iserith
Date Joined: Jun 1, 2005
Posts: 5,191

Feb 2, 2013 -- 9:54AM, TheMicaMonster wrote:

I would say because  that feels like a video game to me.  I guess it's just an old school mentality of, if you die you die and interesting twists can come from it.  It's the unpredictability of a character's death that I like, that can really change the story.

That being said I would rarely tell a player they can't bring their character back from the dead.  Sure if Tiamat came down and ate their head off, I'd probably say "no more of that character" but generally I think if they want the character back, they can have them back, but I'd like a story element to happen with it.

Additionally it just fits into the world and the fact that the God's and religion is scarce and distrusted in my campaign.  It'd be fun to have a consequence that gets worst and worst each time.




These are all valid reasons to want to raise an eyebrow at raise dead. I'm also a fan of at the very least, making any resurrection (or otherwise any "undoing" of death) a conversation that adds to the game in addition to being a simple game mechanic. Some food for thought:

Why is raise dead relatively cheap and accessible in the base game? While raise dead has its place in the genre, I think this is because in a non-competitive, participatory game where it's not terribly easy to whip up a new PC quickly, raise dead and its ilk are a patch to solve the problem of players being forced out of the game experience. To that end, raise dead is not the problem. It's an attempt at a solution to an underlying problem, specifically, "We're 30 minutes into the session and Bob's character died. What's he going to do for the next few hours while we play?" Many DMs have come up with their own ways of dealing with this issue. Like raise dead, those are just patches with usefulness that will vary from table to table. (I make no judgment as to what are good or bad approaches as long it works for them.)

As hit points are an abstraction, they do not represent physical damage unless you want them to. A "hit" result on dice doesn't necessarily mean a physical hit to the target. It simply means a success on the action taken such that you can apply an effect fictionally and mechnically to the target. Hit points, which can then represent anything from physical damage, emotional stress, luck, endurance, or what have you, are deducted accordingly. Taken to the next logical step, this means that 0 hit points or less can mean you're knocked out or otherwise "taken out" of the current scene until you recover. It doesn't necessarily mean you're dead, even if you've rolled 3 "death" saves.

What does it mean to be "taken out" and what does it take to recover? Whatever you want it to mean, given the context of the situation, and the desires of the player or players involved. It could mean death, certainly, and many players will prefer that option if the death was particularly cool, heroic, or - my favorite when I'm a player - ironic. Or if they like whatever tension comes from knowing they could die by taking the wrong step or because of bad luck. Other players may decide they really don't want to spend the rest of the night making a new character or playing an NPC. Or that the death they got wasn't the death they envisioned for their ultra-heroic paladin archetype and is unsatisfying. Thus, they might choose to recover in some other way ranging from needing raise dead to simply dusting themselves off and getting back into the action because the hit points they lost didn't represent blood loss, dismemberment, or immolation by Tiamat's breath weapon. Instead, it just means the hero was taken out in some other way like in the pulp action serials of old and comes back in the next scene with a harrowing story to tell about how he laughed at death yet again.

That all said, I think the best way to handle this is to be flexible and collaborate with your players when death comes around. Death is an opportunity, but rarely does it have the impact we desperately hope it will when the dice go in that direction. If you collaborate on it with your players, it will have that impact every single time because you'll be making it interesting at that moment in time to that particular player in a way that leaving it to the dice alone almost never will. And that's all that really matters - the conversation that the opportunity stimulates and what it means going forward.

No amount of tips, tricks, or gimmicks will ever be better than simply talking directly to your fellow players to resolve your issues.
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4 months ago  ::  Feb 02, 2013 - 4:20PM #20
bjmorga
Date Joined: Dec 27, 2011
Posts: 43
This came up in my Thursday game recently. We talked about having the character owe the Raven Queen a favor or bring the character back for an unknown purpose to be revealed at another time! It was kind of fun thinking up all of the different consequences, but the person eventually decided to make a new character from scratch.
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