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#143573 Can the faithless be resurected in the Realms?

Posted by Zandilar on 19 August 2004 - 01:54 PM in Delusions of the Mind

Heya,

Almost certainly true.  The problem is that so many dramatic plots depend on the lost lover, the fallen friend, the loved one beyond reach, etc.

It's very tough to write a tale of loss when the Death of X can be fixed at any time by a visit to the local priest. At most, you can get some mild pathos out of a poor family trying to save up to bring back a loved one, but then that says something dark about the motivations of "Good" priests.

For that matter, the certainty of an afterlife makes many sorts of story less viable.

For this dialog, I need a tragedy. If it's trite, I'll have to live with that. 


See, the problem is, most things can be fixed in the FR by finding a mage or cleric and having them cast X spell for Y money. Money is the major issue; almost everyone in the FR has never even had a quarter of the money to raise someone at once. Perhaps, you can make a tragety about a rich family, and about how money can't buy everything...



Unlike their 2nd Ed counterparts (which only require the cleric's holy symbol and some holy water), the 3rd Ed "raise dead" spell line all require a costly component. (The BG2 versions of the 2nd Ed spells require no components at all!)

Raise Dead (the 5th level spell) requires 500gp worth of diamonds.
Resurrection (the 7th level spell) requires 10,000gp worth of diamonds.
True Resurrection (the 9th level spell) requires 25,000gp worth of diamonds.

Most good churches would probably charge that as a minimum, but also they generally charge for the time and effort as well (:rolleyes: I don't agree with that idea if the person concerned can produce the actual component required - but donations are always well appreciated) - in the case of Raise Dead it would be 450gp on top of the 500gp of diamonds.

Now, take into concideration the number of 9th level clerics (the minimum level required to cast Raise Dead) in any given city - and you start to see that getting someone resurrected is not so easy. However, having said that, Athkatla is well and truely big enough to have several 9th level clerics... And if this story/plot involves the PC, they're almost certainly going to have a high enough level cleric in the party to perform the resurrection anyway (Jaheira advances VERY quickly as a Druid and generally has Harper's Call very shortly after the game commences, for example).

Sometimes there are reasons why writers ignore game rules, because generally speaking game rules don't make a good plot. You could just say it doesn't work and give no justification at all - after all Aerie doesn't get her wings back by casting a Regeneration spell (and restoring lost limbs is exactly the purpose of that spell). That's definitely not the best way to handle it, though.



#110440 Another romance NPC

Posted by Zandilar on 16 April 2004 - 07:14 PM in IE Mod Ideas

Heya,

I have problems with the basic concept of the character.

When a human becomes a vampire, they become undead. For all intents and purposes they actually physically die. The curse "snap shots" the body in the condition it was in, and aging stops.

What would happen to a baby do you think? I have a couple of theories...

1) The vampire's body rejects the foetus as a foriegn object. That ends that. :)

or

2) The baby becomes vampiric in utero. Which is to say, it dies, gets a load of its mother's blood via the placenta, and becomes undead. Aging stops - so no further development of the foetus, and it relies on the blood its mother ingests. (Quite a horrifying thought, that, being pregnant forever!)

Lastly, I very much doubt if a bunch of vampires would honestly want to turn a mere baby into a vampire... The trouble is the one I mentioned above. When a human is bitten, drained, and forced to drink of a vampire's blood, they become undead. Aging stops. A baby would remain a baby forever... which would be quite a liability in the long run, and I'm sure after a certain amount of time as a vampire, the mother would get sick of having to look after it.

Just some thoughts. :) Don't let them stop you. :)

(As for stats? WHO CARES!! :) The stats, as they stand, are fine IMHO.)



#152904 3E vs AD&D

Posted by Zandilar on 15 September 2004 - 10:36 PM in Delusions of the Mind

Heya,

Hmm... I have done some "in depth" study of the Raise Dead line of spells in 3.5e, and come to some interesting conclusions - even in the Forgotten Realms, someone able to cast Raise Dead is not easy to come by...

Raise Dead is a 5th level spell, which means that a cleric needs to be at least 9th level to cast the spell. The Priest or the person requiring the Priest to cast the spell must provice 5000gp worth of diamonds as a spell component that will be consumed in the casting!!!

The 5000gp worth of diamonds is not a cost, it's not what the priest charges, it's actually a spell component - think of it as a sacrifice directly offered (and taken) by the god granting the spell.

Now, lets use Baldur's Gate as an example. Baldur's Gate is a metropolis with a population of 42,103 people.

The rules in the 3.5e DMG suggest that at a minimum, the highest level cleric for that sized community would be 13th level, while at maximum, the highest level cleric for that sized community would be 18th level... But because this is such a large community, there are actually four clerics of the highest level. Now, if the highest level clerics were 15th level...

Beneath those four are 8 7th level clerics, 16 4th level clerics, 32 2nd level clerics, and a whopping 64 1st level clerics. So, out of a city with a population of 42,103 people, we can see that there are a grand total of... 4 clerics capable of casting Raise Dead (they are also capable of casting Ressurection, but not True Ressurection)... of course, this is not taking into account any special residents that may also make Baldur's Gate home.

(Of course, if the four highest clerics are 18th level, there'd be 8 9th level clerics, which would mean that there would be 12 clerics in Baldur's Gate capable of casting Raise Dead or better - however, I'm just using static numbers, there could be 1 18th level cleric (2 9th level clerics), 1 16th level (2 8th level clerics), 1 14th level (2 7th level), and 1 13th level (2 6th level) as the highest clerics in the city - for a total of just 6 capable of casting Raise dead of better)


I hope I haven't lost you in all that. :)

On top of that, you then have Role Playing concerns. How many of those clerics are available to a person off the street? Have the PCs done something that would make that church think positively of them? Are some of those clerics involved in churches that the PCs have offended or are opposed to? What kind of service or cost will the church impose on the PCs who have requested their help? Raising the dead should never be easy.

I can see doing without the monitary cost for raise dead (but not for Gate or Imprisonment).  The way I would handle it is that the character comes back with 1 hp, and 1 constitution, and regains constitution at 1 point per day of bedrest.  In addition, the cleric must roleplay out the request and give a convincing prayer.  The deity also has every right to refuse the request if the raised character is of the wrong alignment or ethos.  A badly done request or too many raise dead spells in the same campaign can result in the deity slapping the priest back a few levels or the priest falling out of favor.


A quick look in the Players Handbook reveals that Temporary Ability Damage comes back at a rate of 1 point per full night's rest (8 hours), or 2 points per day (24 hours) of complete bed rest.

Also imposing that penalty goes against the established rules for the spells concerned. Raise Dead has the following penalties: You loose a level, or 2 points of Constitution (permanently) if 1st level. A raised creature has a number of hit points equal to its hit dice (so 1 point if 1 HD or level 1, or 2 points if 2 HD or level 2 etc). Magical diseases and curses are not undone by this process (though normal poisons are neutralised and ordinary diseases are cured). Any missing parts from the body, such as lost limbs, are not restored by this spell. Raise Dead can't bring back to life those who have been made into Undead (even if killed again), or those who were killed by a death effect (such as Finger of Death). Constructs, Elementals, Outsiders, and Undead can't be raised by the spell, and it cannot bring back a creature that has died of old age.

Which is one of the balances on clerical spells that frequently gets lost.  High-level clerical spells are requests for aid from the deity. The spell must be cast to aid the ethos of the deity. It is quite possible that Lathander might not want the Lawful-Evil Necromancer in the party to benefit from Heal. An evil deity might prefer to let the Good paladin or ranger die.  Mages don't have to worry about being in anyone's favor so they can cast what they want, when they want, and how they want to with impunity.


The philosophy for 3rd Edition is that a numerical benefit (or penalty) cannot be balanced by a role playing penalty (or benefit)... For the game to be fairly balanced, it needs to be based on cold hard rules. Spells work regardless of whom they are being cast on - the god might have a few words to say to their priest later (in the form or a vision or an omen), but I seriously doubt they'd hold back a spell they'd already granted. (That's why priests pray for spells at the same time each day - it's the same as a wizard memorising a spell, which is why clerics don't cast spells like sorcerers.)