Removing cost of Raise Dead, replacing with a solemn vow to the deity being called upon


Homebrew and House Rules


For a discussion of why I'm thinking about removing the monetary costs of Raise Dead/Resurrection/True Resurrection/Restoration, see Raise Dead and the Diamond Thing, especially Sean K. Reynold's post in that thread. I totally agree with him. I run a somewhat deadly campaign, and I don't like for my players to feel punished for their bravery, nor to feel like it is economically advantageous to simply make a new character instead of continuing to play the one they already have and like. So, without turning this into discussion of whether Raise Dead is good, bad, should cost less, or more....

I was thinking about entirely doing away with the material components of the raise dead-like spells and perhaps replacing them with a roleplaying element in which the character being raised must pledge a solemn vow to the deity who's power is being called upon to do something for that deity with their newly restored life. It would therefore be a requirement of the spell to pledge something that the deity considers worthwhile in order to call upon their power. Certainly if the PCs are at a temple, I can imagine a situation where the cleric can intercede on behalf of the party to pledge something to the deity on behalf of the character being raised, but certainly this would entail the PCs doing something for that cleric/temple in the future. Or perhaps calling upon very powerful angels/devils/demons can accomplish the same thing (i.e., the restoration of life) but certainly they would want something in return as well. I'm purposefully being vague, because I want to leave it open-ended. I want the player to have to come up with a worthy vow that they feel is enough to appease a deity. Of course the deity can certainly say no, in which case trying again with another casting of the spell and a different vow, or trying again with a different deity altogether might be in order. An example vow could be to eliminate some great source of evil on behalf a good-aligned deity, restore balance to a forest or ecosystem on behalf a neutral one, etc. It could be very easy for the player to find an appropriate goal, for example if dying in a dungeon of some evil creature to pledge that creature's destruction (the goal of the party anyway) and use that to appease a good deity. In any case, it would sort of force the players to think about the gods in terms of their personality, alignment, goals, desires, etc, which would be a good thing in the game I think.

If the party has no cleric, or doesn't have the appropriate levels, then they would still have to pay for the spell to be cast in the first place, but the cost would be the standard cost for NPC spellcasting (spell level * caster level * 10gp), so pretty cheap compared to the RAW cost of the spells. The vow would have to be carefully chosen since if the deity doesn't find it worthy, the casting is lost. I'm not sure how to handle the situation in which a PC pledges something, and then willfully ignores their own solemn vow and doesn't even try to carry it out. Perhaps nothing happens, except that deity can no longer be called upon by that character, or perhaps they start having dreams calling them to fulfill their vow, eventually turning into nightmares, perhaps even some sort of curse.

This rule also has the added benefit of explaining why everyone doesn't go around getting raise from the dead all the time. Lowering the cost certainly makes the spell more accessible to the nobility, even very rich merchants, soldiers, bad guys, certainly kings, queens, etc. BUT, perhaps not everyone wants to pledge to undertake a quest on behalf of their deity in order to gain their life back.

What do you all think?


What's the value of a promise from a Chaotic creature?
And isn't it traditionally a Devil who deals like this?


VRMH wrote:
What's the value of a promise from a Chaotic creature?

Even chaotic creatures can choose to fulfill their vows if they like, especially given the penalty for failure is the displeasure of a god or goddess.

VRMH wrote:
And isn't it traditionally a Devil who deals like this?

Yep. However, I always took the RAW interpretation to be that you must sacrifice a very expensive gem to the deity you are calling upon to "pay" them for the favor of raising you. Thus, the tit-for-tat equation is already in place after a fashion... I would be replacing the fixed value of the gem with a non-fixed value of the promise-to-be-fulfilled, and leaving it up to the god to decide whether its enough or not.

I could easily see a player choosing to vow to sacrifice 5000 gp of cows/sheep/whatever to a deity to appease them if they prefer to pay their way out of the obligation, thus getting back to the original price of the spell but with a creative roleplaying element to it. I just don't like the arbitrary diamond dust-for-everything crap, and I definitely love rewarding creativity and roleplaying.

Grand Lodge

VRMH wrote:

What's the value of a promise from a Chaotic creature?

And isn't it traditionally a Devil who deals like this?

1. Quite high if you know the chaotic to be very big on self honor.

2. And Devils usually offer deals that screw you up on the letter of the contract, as opposed to honoring the spirit in which it is drawn up. (In other words they are the ultimate RAWYers.)


I deal with material components a little differently, just have magic 'pixie' dust in a pouch for all the hodge podge "automatic components" and for the costly ones. None of those spells components can be bought, they must be quested for.

for example True Resurrection requires a bone fragment from a legendary hero who died of natural causes, blah blah blah.

You could rule that the raise dead/resurrection has a geas/quest attached to it. Simple enough. The character agreeing to be risen, doesn't get a saving throw, because he must willingly agree, in order to get the raise.

I don't like the "poof" I'm alive mechanic so much. So the goal is to make death a big deal, not a pain in the butt where it's inconvenient, forcing me to 'reboot'.

I also never allow new, replacement PC's to come in "fresh" at the same level, with the same wealth.

Replacement PC's follow cohort rules, must be at least two levels lower and have a maximum of NPC wealth.

Also, since we roll our stats randomly, you could lose a well rolled character and end up with a real stinker.

The combination of rulings pretty much washes out the 'loophole' of getting around the 'cost' of returning from the dead. without making it an easy 'poof' your back thing.

PC's have gained levels trying to bring another PC back from the dead in my games.

But in the case of what it seems like you are after, I think a geas/quest attached spell wouldn't be unreasonable, and should be an easy mechanic to use.

Shadow Lodge

I like it. Would work well in a home game where GM and players are willing to be creative and trust each other to agree on and go through with an appropriate vow.

EDIT: Pendagast's Geas/quest idea is a good way to enforce the vow.


From another game, Dungeon World

Quote:

Last Breath

When you're dying you catch a glimpse of what lies beyond the Black Gates of Death's Kingdom (the GM will describe it). Then roll (just roll, +nothing—yeah, Death doesn't care how tough or cool you are).
-On a 10+, you've cheated Death—you're in a bad spot but you're still alive.
-On a 7–9, Death himself will offer you a bargain. Take it and stabilize or refuse and pass beyond the Black Gates into whatever fate awaits you.
-On 6-, your fate is sealed. You're marked as Death's own and you'll cross the threshold soon. The GM will tell you when.

The roll is 2d6, so on average most people get some sort of bargain. It's made for some amusing changes in the story when I've played.

If you wanted to add some randomness, or open the door for DM mischievousness, you could allow anyone to perform the rite of Raise Dead, they just need something, like a place of power, holy site, scroll, magic item, etc. The catch is that any entity capable of bringing the character back can answer. A Cleric capable of casting Raise Dead themselves is able to send the character's spirit to the desired entity, instead of hoping the right one answers.


Sounds like good ideas all around. I haven't eliminated the cost, but my gods will not resurect if they do not want to. Period. My players tend to make nice with the religion of their choice before this becomes an issue. Amazing how much tithing and sponsoring of religious projects occurs as a result. So when the deity, or some divinie minion, checks up on the PCs life they are not on the "naughty" ("Do NOT ressurect")list. Or, of course, they are, depending on the alignment of the deity in question :)

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