CapeCodRPGer
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One of the things that bothered me was the level loss due to raise dead. One of my characters lost 3 levels because of it. Everyone else was 10th I was 7th. It made me not want to play the game because I felt a big part of the game is to level up and get better. How can I level up if I keep loosing levels due to gettign raised all the time?How does this sound as a change to the Raise dead spell:
No level loss. Instead when you are raised you have you experience points taken away. You will have your XP reset to the minimum for that level and it will take you 2x the amount of XP to your next level. Then your XP will reset.
Thoughts?
| Benjamin Trefz |
One of the things that bothered me was the level loss due to raise dead. One of my characters lost 3 levels because of it. Everyone else was 10th I was 7th. It made me not want to play the game because I felt a big part of the game is to level up and get better. How can I level up if I keep loosing levels due to gettign raised all the time?How does this sound as a change to the Raise dead spell:
No level loss. Instead when you are raised you have you experience points taken away. You will have your XP reset to the minimum for that level and it will take you 2x the amount of XP to your next level. Then your XP will reset.
Thoughts?
I don't think you have read the new rules for Raise Dead in the Pathfinder RPG. It no longer causes level loss. Raise Dead now has the drawback of giving those who are raised 2 Permanent Negative Levels. If you look in the glossary at the end, this affects things much differently than actually losing a level. It is also much easier to remove, the spell Restoration will remove a single permanent negative level with a bit of an added cost.
Overall this means less loss from the character's deaths but it still has a penalty that may need to be overcome. For instance if a person doesn't have access to the funds to have 3 spells cast...
In general, the loss of level (as well as the loss of experience) is not balanced to everyone, someone particularly close to leveling is penalized more than someone who had just recently leveled. So while your suggestion might have been interesting it still poses the same problem that 3.5 had with the same issue.