Why trivialise death in Pathfinder?


Pathfinder First Edition General Discussion

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Lumiere Dawnbringer wrote:

the PCs could fix that by simply throwing some oil on the BBEG's body a lighting a match.

even Reincarnate and True Resurrection require at least a finger. by leaving not even a single digit. you effectively negated all ways to resurrect them short of using wish to recreate the body. which requires a 17th level wizard to spend a 9th level slot and those generally aren't guaranteed, even within a metropolis.

"This spell can even bring back creatures whose bodies have been destroyed, provided that you unambiguously identify the deceased in some fashion (reciting the deceased's time and place of birth or death is the most common method)."


Lumiere Dawnbringer wrote:

Abhorrent Actions?

don't push your modern Geneva convention views on my grim and dark fantasy game.

it was considered an honorable act to keep the severed head of an enemy officer slain on the battlefield as a trophy of valor. assuming you slew said officer. it was a symbol of your heroism in times of war.

and burning corpses was especially common, and in a setting where even a single necromancer exists, people would know, that a fully intact body waiting to be resurrected is a body a necromancer can reanimate as an undead horror. so the practice of burning corpses with flint and tinder, or even oil and a match would become commonplace.

acquiring a resurrection would be a race to recover the body before it is cremated or reanimated.

I'm not pushing any morals of any kind. And pretending that the majority of most settings populations (Ebberon, Greyhawk, Golarion, Torial, etc.) aren't going to find bodily mutilation abhorrent is disingenuous. Regardless of what OUR views our. My point is that altering a spell changes the way people behave as a consequence of interacting with that spell. A concept such as "rise from your grave!" is simply too large and too important of an effect for any alterations to its base mechanics to not have an impact on the characters, their challenges, and the setting itself.

For most groups, cremation and recovery races becoming more common IS a major change.


Lumiere Dawnbringer wrote:
shallowsoul wrote:
I can almost promise you that if a GM had his BBEG's raised almost every session then the player's would get because they believe on they should be able to do that and BBEG's are supposed to stay dead.

the PCs could fix that by simply throwing some oil on the BBEG's body a lighting a match.

even Reincarnate and True Resurrection require at least a finger. by leaving not even a single digit. you effectively negated all ways to resurrect them short of using wish to recreate the body. which requires a 17th level wizard to spend a 9th level slot and those generally aren't guaranteed, even within a metropolis.

Well, regarding that:

reincarnate, PCR, page 331 wrote:
The condition of the remains is not a factor. So long as some small portion of the creature's body still exists, it can be reincarnated, but the portion receiving the spell must have been part of the creature's body at the time of death.

An oil fire won't get hot enough to burn bone. A funeral pyre usually won't get hot enough to burn bone. Even if it does, the resulting ash may well be construed by the GM as being "some small portion of the creature's body", since it is.

Reincarnate is an impressive spell, if people don't mind the roulette wheel.


BillyGoat wrote:
Lumiere Dawnbringer wrote:
shallowsoul wrote:
I can almost promise you that if a GM had his BBEG's raised almost every session then the player's would get because they believe on they should be able to do that and BBEG's are supposed to stay dead.

the PCs could fix that by simply throwing some oil on the BBEG's body a lighting a match.

even Reincarnate and True Resurrection require at least a finger. by leaving not even a single digit. you effectively negated all ways to resurrect them short of using wish to recreate the body. which requires a 17th level wizard to spend a 9th level slot and those generally aren't guaranteed, even within a metropolis.

Well, regarding that:

reincarnate, PCR, page 331 wrote:
The condition of the remains is not a factor. So long as some small portion of the creature's body still exists, it can be reincarnated, but the portion receiving the spell must have been part of the creature's body at the time of death.

An oil fire won't get hot enough to burn bone. A funeral pyre usually won't get hot enough to burn bone. Even if it does, the resulting ash may well be construed by the GM as being "some small portion of the creature's body", since it is.

Reincarnate is an impressive spell, if people don't mind the roulette wheel.

then stoke that oil with some oxygen, alchohol or something. and i wouldn't allow ashes to count for reincarnate. nor would most of the DMs i know. the ashes, were part of the creatures body, but they were burnt at such heats that the DNA is no longer recognizable and they are effectively no longer a valid body part.

and how the hell do you tell one set of ashes apart from another in the cases of mixing ashes? which can unintentionally happen much easier than percieved in a fantasy world.

Silver Crusade

Lumiere Dawnbringer wrote:
BillyGoat wrote:
Lumiere Dawnbringer wrote:
shallowsoul wrote:
I can almost promise you that if a GM had his BBEG's raised almost every session then the player's would get because they believe on they should be able to do that and BBEG's are supposed to stay dead.

the PCs could fix that by simply throwing some oil on the BBEG's body a lighting a match.

even Reincarnate and True Resurrection require at least a finger. by leaving not even a single digit. you effectively negated all ways to resurrect them short of using wish to recreate the body. which requires a 17th level wizard to spend a 9th level slot and those generally aren't guaranteed, even within a metropolis.

Well, regarding that:

reincarnate, PCR, page 331 wrote:
The condition of the remains is not a factor. So long as some small portion of the creature's body still exists, it can be reincarnated, but the portion receiving the spell must have been part of the creature's body at the time of death.

An oil fire won't get hot enough to burn bone. A funeral pyre usually won't get hot enough to burn bone. Even if it does, the resulting ash may well be construed by the GM as being "some small portion of the creature's body", since it is.

Reincarnate is an impressive spell, if people don't mind the roulette wheel.

then stoke that oil with some oxygen, alchohol or something. and i wouldn't allow ashes to count for reincarnate. nor would most of the DMs i know. the ashes, were part of the creatures body, but they were burnt at such heats that the DNA is no longer recognizable and they are effectively no longer a valid body part.

and how the hell do you tell one set of ashes apart from another in the cases of mixing ashes? which can unintentionally happen much easier than percieved in a fantasy world.

How do you know the spell works off of DNA? Your ashes are still a part of you.


shallowsoul wrote:
Lumiere Dawnbringer wrote:
BillyGoat wrote:
Lumiere Dawnbringer wrote:
shallowsoul wrote:
I can almost promise you that if a GM had his BBEG's raised almost every session then the player's would get because they believe on they should be able to do that and BBEG's are supposed to stay dead.

the PCs could fix that by simply throwing some oil on the BBEG's body a lighting a match.

even Reincarnate and True Resurrection require at least a finger. by leaving not even a single digit. you effectively negated all ways to resurrect them short of using wish to recreate the body. which requires a 17th level wizard to spend a 9th level slot and those generally aren't guaranteed, even within a metropolis.

Well, regarding that:

reincarnate, PCR, page 331 wrote:
The condition of the remains is not a factor. So long as some small portion of the creature's body still exists, it can be reincarnated, but the portion receiving the spell must have been part of the creature's body at the time of death.

An oil fire won't get hot enough to burn bone. A funeral pyre usually won't get hot enough to burn bone. Even if it does, the resulting ash may well be construed by the GM as being "some small portion of the creature's body", since it is.

Reincarnate is an impressive spell, if people don't mind the roulette wheel.

then stoke that oil with some oxygen, alchohol or something. and i wouldn't allow ashes to count for reincarnate. nor would most of the DMs i know. the ashes, were part of the creatures body, but they were burnt at such heats that the DNA is no longer recognizable and they are effectively no longer a valid body part.

and how the hell do you tell one set of ashes apart from another in the cases of mixing ashes? which can unintentionally happen much easier than percieved in a fantasy world.

How do you know the spell works off of DNA? Your ashes are still a part of you.

the spell has to have some kind of explanation for how it recognizes a given target. whether through DNA, or a magical serial number of some kind. and even then, it takes a lot of metagaming to differentiate whose ashes are whose. especially in a setting where resurrection is cheap and cremation is commonplace. which would go together perfectly.

i won't buy the common 'a wizard did it' handwave. you must come up with a coherent reason for how a spell that ressurects the dead doesn't react to anything resembling DNA. a Magic Serial Number, or the Soul, which is technically the same thing as either of the two.


To get a fire hot enough, modern morticians use a blast furnace that's more heat than adding oxygen, alcohol, and sodium combined. You have to concentrate that heat, and that takes high-tech equipment. Even today, they still routinely have to crush bone that's left behind when the blast furnace's 1600+ degrees-F don't quite do the job.

As to DNA, it's magic, not bio-engineering. As the saying goes (I believe it's from Full Frontal Nerdity, but I'm not sure): "keep your sci-fi out of my fantasy". I think the line "condition does not matter" from teh spell description trumps real-world genetics question.

For mixing ashes, that's a GM-to-GM call. Personally, it would depend on degree of mixing for my table. I'm a big believer that magic is, well, magic, and that intent is more important than details as to whether or not the genetic sample was contaminated by tree-ash, or bacterial presence. So long as the ash was collected by someone believing the person they're seeking to bring back is there, and that the belief is correct to some degree (the right fire, for example), I'd let it fly. They're already shelling out 1,000 GP, getting a new body, and dealing with negative levels.

Now, burn them to ash and then cast Gust of Wind? Okay, it's bye-bye bad-guy time.

If you want to stop reincarnate, really all you do is turn them into a zombie, then burn the zombie to ash.


BillyGoat wrote:

To get a fire hot enough, modern morticians use a blast furnace that's more heat than adding oxygen, alcohol, and sodium combined. You have to concentrate that heat, and that takes high-tech equipment. Even today, they still routinely have to crush bone that's left behind when the blast furnace's 1600+ degrees-F don't quite do the job.

As to DNA, it's magic, not bio-engineering. As the saying goes (I believe it's from Full Frontal Nerdity, but I'm not sure): "keep your sci-fi out of my fantasy". I think the line "condition does not matter" from teh spell description trumps real-world genetics question.

For mixing ashes, that's a GM-to-GM call. Personally, it would depend on degree of mixing for my table. I'm a big believer that magic is, well, magic, and that intent is more important than details as to whether or not the genetic sample was contaminated by tree-ash, or bacterial presence. So long as the ash was collected by someone believing the person they're seeking to bring back is there, and that the belief is correct to some degree (the right fire, for example), I'd let it fly. They're already shelling out 1,000 GP, getting a new body, and dealing with negative levels.

Now, burn them to ash and then cast Gust of Wind? Okay, it's bye-bye bad-guy time.

If you want to stop reincarnate, really all you do is turn them into a zombie, then burn the zombie to ash.

"it's magic" is a cheap cop out for people who don't want to explain. recreating a body should be akin to bio engineering. in both, you are creating a body. and magic still requires something akin to a serial number of some kind, whether DNA, the Soul, or some other concept.

look at example material components for core wizard spells such as lightning bolt and fireball for proof that there is science in your fantasy already.

the alchemist and gunslinger, are even built around science.


Lumiere Dawnbringer wrote:


"it's magic" is a cheap cop out for people who don't want to explain.

In D&D games, magic does things science can't explain on a regular basis.

However, there is an possibly much easier alternative to dealing with a bad guy who routinely comes back from the dead. Just don't kill him. Find a long-term way to incapacitate or cripple him, then keep him captive.


Mixing really isn't the issue. Pouring into a stream or scattering to the wind is more of a problem.

But still, if we're talking about bringing back the BBEG or at least his important minions, this is the way the game works now and has for all of PF. For any significant villain, past the first couple of levels, will have more trouble finding a caster to do it for him than the 1000gp to finance reincarnate or the 5K for Raise Dead.
Sure, if it's free, he might arrange to have a few more of his minion's minions raised along with him.
The logic, when it comes to major villains, really doesn't change much.

Once they're at the level where they can cast Raise Dead or have minions who can do it for them, the cost isn't going to be a deal-breaker. Unless it happens again and again, but unlike PCs most villains aren't going to jump right back in to the fight again. They'll go off somewhere and plot revenge.

They can do this now. If they're not, why not? Do those reasons still apply with the cost changed?


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And by the way, this settles it. My next animal companion is a Hyena.

If they want to reincarnate anybody I've killed, they're going to have to earn it by digging through hyena poop.


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Lumiere Dawnbringer wrote:
"it's magic" is a cheap cop out for people who don't want to explain.

I love explanations, I always look for good ones. But, we're talking about something found in the chapter titled "Spells", following the chapter titled "Magic". I think, at that point, we can grant that the magic spell works the way it's written because it's magic and the rules say it works that way. I gave you a great explanation that adheres to the established principles of the game-world, symbolic link coupled with the actual atoms that made up the deceased.

Now, explaining, in fantasy-world/Pathfinder universe terms why dragons can fly (when they plainly shouldn't, by physics), I'm there.

But really, I don't think anyone feels the need to develop quantum interactions to explain why Magic Missile finds its target unerringly, regardless of Heisenberg's Uncertainty Principle.

Lumiere Dawnbringer wrote:
recreating a body should be akin to bio engineering. in both, you are creating a body. and magic still requires something akin to a serial number of some kind, whether DNA, the Soul, or some other concept.

Recreating the same body? Sure, you should need the "DNA". Re-read reincarnate, you're not recreating the same body. You're pulling up a brand new one, right off the assembly-line. Then you're downloading the soul into it. And Pathfinder has enough means of separating soul from original body to not muck about with the idea that the DNA from the original body is relevant to finding the soul when you have gods on the hotline.

Lumiere Dawnbringer wrote:
look at example material components for core wizard spells such as lightning bolt and fireball for proof that there is science in your fantasy already.

This one I'll give you, there are symbolic links to scientific aspects. But, I'd still like you to explain, without saying "magic" once, how bat guano and sulfer turn into a pea-sized point of fire which travels unerringly for 400-some yards and explodes with enough heat to melt lead, but not enough heat to flash-cook a person's lungs if he makes a reflex save.

We're not debating symbolic links, that's the whole "person believes the ash contains target of spell, and it does contain" aspect. Not the "ash contains DNA of deceased creature, undamaged" that you seem to be insisting on.

Lumiere Dawnbringer wrote:
the alchemist and gunslinger, are even built around science.

The gun the gunslinger uses is built around science. The same as the sword the fighter uses is built around science. Until you use alchemical rounds.

The gunslinger is built around an ephemeral concept called "grit".

The alchemist is built around Renaissance-era alchemy. Which is not equivalent to science, even if it was its forerunner. Alchemists thought you could turn lead into gold via simple application of the right oils and elements. And when they talked elements, they meant "Earth, Air, Wind, Fire", not "helium, carbon...". Science says you can't do that, you have to go to fusion in a laboratory reminiscent of the sun to turn lead into gold.


thejeff wrote:

And by the way, this settles it. My next animal companion is a Hyena.

If they want to reincarnate anybody I've killed, they're going to have to earn it by digging through hyena poop.

i agree with that.

and Reincarnate is only available to one spellcasting class, the druid. and being as naturally oriented as a druid should be. a druid shouldn't offer reincarnation unless you prove trustworthy, and won't willingly put the effort to reincarnate a creature whose sole purpose is to die repeatedly. if a creature is intended to die, they stay dead. unless someone else is willing to resurrect.


Lumiere Dawnbringer wrote:
thejeff wrote:

And by the way, this settles it. My next animal companion is a Hyena.

If they want to reincarnate anybody I've killed, they're going to have to earn it by digging through hyena poop.

i agree with that.

and Reincarnate is only available to one spellcasting class, the druid. and being as naturally oriented as a druid should be. a druid shouldn't offer reincarnation unless you prove trustworthy, and won't willingly put the effort to reincarnate a creature whose sole purpose is to die repeatedly. if a creature is intended to die, they stay dead. unless someone else is willing to resurrect.

I was going to say that, but I checked and Witches get it too. At 5th level though. Still probably less common than clerics, unless your villains are witches or druids or are linked one way or another.


there is no way to scientifically justify how a handful of sulfur and bat guano spontaneously explode in such a large radius at such a massive distance. but the 2 components do make gunpowder, and gunpowder explodes.

but an easier to justify explanation for a fireball would be.

by drawing upon the electrical charge within the enviroment with your mind, the same electricity that powers the pulse of all life forms. you use a combination of will power, aided by guiding gestures, and your inhuman skill at manipulating the sea of electrons in the air to gather the charge into one area with the intent to detonate it, you deliberately collide the intense charge with the oxygen in the air, creating the explosion

this goes by the theory that the energy for Chi, Magic, and Psionics is based off manipulating the same electrical charge within the enviroment and refining the energy to create impossible effects. i know it works for healing and evocation, maybe conjuration and necromancy. but it has a few holes.


thejeff wrote:
Lumiere Dawnbringer wrote:
thejeff wrote:

And by the way, this settles it. My next animal companion is a Hyena.

If they want to reincarnate anybody I've killed, they're going to have to earn it by digging through hyena poop.

i agree with that.

and Reincarnate is only available to one spellcasting class, the druid. and being as naturally oriented as a druid should be. a druid shouldn't offer reincarnation unless you prove trustworthy, and won't willingly put the effort to reincarnate a creature whose sole purpose is to die repeatedly. if a creature is intended to die, they stay dead. unless someone else is willing to resurrect.

I was going to say that, but I checked and Witches get it too. At 5th level though. Still probably less common than clerics, unless your villains are witches or druids or are linked one way or another.

Witches like druids, have a tendency of being associated with Hermitry and being not too available in a highly urban environment. the classes are connected in a sense.


Lumiere Dawnbringer wrote:
your inhuman skill at manipulating the sea of electrons

That statement, right there. How are you manipulating the sea of electrons? What instrument are you using? What medium?

I can replace "electron" with "magic" in every single location and get a more scientific answer.

A scientific answer would explain where you get the massive amounts of energy necessary to contain a 20-foot radius explosion inside a pea-sized ball that doesn't instantly ignite the air around it.

For that matter, where'd the energy of the fireball come from? The electrical field around you didn't suddenly become weaker by several kilojoules, did it? Or take fractions of a millisecond from the life of every being within the area?

EDIT: To fix bracketing of quote.


BillyGoat wrote:
Lumiere Dawnbringer wrote:
your inhuman skill at manipulating the sea of electrons

That statement, right there. How are you manipulating the sea of electrons? What instrument are you using? What medium?

I can replace "electron" with "magic" in every single location and get a more scientific answer.

A scientific answer would explain where you get the massive amounts of energy necessary to contain a 20-foot radius explosion inside a pea-sized ball that doesn't instantly ignite the air around it.

For that matter, where'd the energy of the fireball come from? The electrical field around you didn't suddenly become weaker by several kilojoules, did it? Or take fractions of a millisecond from the life of every being within the area?

it still has holes. but the electrons are intended to be manipulated through will power. i don't personally know what medium a wizard uses to manipulate electrons. you are focusing them with your mind and colliding them with the oxygen to create the explosion.

impossible for humans from our world, quite possible for wizards.


and "will power" is another word for what, exactly, if you can now use "will power" to manipulate electrons, ripping them away from their associated atoms/molecules without creating a significant cascade failure of chemistry and physics in the area, and create a powerful explosion four-hundred some-odd feet away from you?

I like explanations, but if they have more holes in them than saying "it works due to symbolic links between caster, effect, and spell components (somatic, verbal, material, focal) to manipulate the ambient magic of the world into the specific spell he's attempting to achieve", then they aren't very good explanations.


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"My theory is that wizard magic is based on quantum dynamics."

"How? Why?"

"Well, those are two of the holes in my theory."


Lumiere Dawnbringer wrote:

there is no way to scientifically justify how a handful of sulfur and bat guano spontaneously explode in such a large radius at such a massive distance. but the 2 components do make gunpowder, and gunpowder explodes.

but an easier to justify explanation for a fireball would be.

by drawing upon the electrical charge within the enviroment with your mind, the same electricity that powers the pulse of all life forms. you use a combination of will power, aided by guiding gestures, and your inhuman skill at manipulating the sea of electrons in the air to gather the charge into one area with the intent to detonate it, you deliberately collide the intense charge with the oxygen in the air, creating the explosion

this goes by the theory that the energy for Chi, Magic, and Psionics is based off manipulating the same electrical charge within the enviroment and refining the energy to create impossible effects. i know it works for healing and evocation, maybe conjuration and necromancy. but it has a few holes.

Of course, in-universe the more logical explanation is that the caster in question pulls energy from the Elemental Plane of Fire and shoots a fireball.


All this complication - just eat the enemy or have them eaten / dissolved in a vat of acid / fed to a patch of green slime, the low level stuff is taken care of.

Death in Pathfinder is not as trivial as one might think IMO. breath of life imposes a temporary negative level if it is successful in restoring life to the deceased. Certain 'playable races' cannot be brought back by anything less than resurrection - some cannot be brought back at all. reincarnate is not cheap at all, let alone the two restoration spells and a bit over a week of game time that is required to pass between each casting of the latter. I have a 5th level alchemist PC that is currently languishing under a permanent negative level due to the campaign's pacing requiring me to suck it up and deal with it. -1 to nearly everything and -5 hit points is pretty unpleasant at the low to mid level range. At higher levels the mathematical impact is reduced ... but it's still there.

It is possible to write up an incantation to address the issue - but such incantations carry their own risks.

The tricky part of writing adventure paths and campaigns these days, especially as a publisher from what I've gathered, is striking that balance between "fun enough to push on" and "interestingly dangerous". Campaigns where your PC isn't going to end up as lawn lasagna often elicit boredom. Campaigns where your PCs constantly end up as lawn lasagna often wind up with PCs named after celebrities, landmarks and pop culture or brand name items from 'IRL'.


Apologies for not reading all 172 (or more depending on when I finish with this post). I don't think the problem is with people not liking the current rule system. They buy the books, they play the game, the GM has the live/die choice and people move on.

My Monk died once in the current campaign. We were lower level so we needed the diamond for the raise dead spell and then I had to deal with the negative level(s)

I read on here how people get there characters killed off and they start new ones almost on a regular basis.

Like people have said, if there was an issue with the life death thing, GMs would have used some house rule to make everything okay again. I think if the problem were wide spread it would be all over the boards.


Turin the Mad wrote:
All this complication - just eat the enemy or have them eaten / dissolved in a vat of acid / fed to a patch of green slime, the low level stuff is taken care of.

That happens in 4th edition, too.

Liberty's Edge

Lumiere Dawnbringer wrote:
Diego Rossi wrote:
Lumiere Dawnbringer wrote:
450 gold pieces minimum for a spell only available in a metropolis requires for the average Joe, a minimum of 3-4 years worth of saving assuming they buy no other luxuries assuming 5-7 gold pieces per week and an average lifestyle. this is just for one raise dead spell.

You keep repeating "available only in a metropolis". 5th level spells are available in a Large town with 2,001-5,000 inhabitants.

7th level spells are available in a Large city, 10,001–25,000 inhabitants.
there is no guarantee to find a caster willing to cast a 9th level spell for money in any settlement.

It is all in the GMG.

i forgot that PF made high level spells more readily available. but 9th level casters aren't a common thing. except in Golarion, where the average hobo or whore is a 2nd level PC classed character, your average dervish is a 10th level rogue and your average lay priest is a 9th level cleric.

Maybe you should read a bit about Golarion.

Liberty's Edge

Lumiere Dawnbringer wrote:

"it's magic" is a cheap cop out for people who don't want to explain. recreating a body should be akin to bio engineering. in both, you are creating a body. and magic still requires something akin to a serial number of some kind, whether DNA, the Soul, or some other concept.

look at example material components for core wizard spells such as lightning bolt and fireball for proof that there is science in your fantasy already.

The material component where Gygax tongue in check jokes. "A penny for your thoughts" = a copper piece to cast ESP. (and explain that scientifically)

One of the basic for magic is the theory that the part is like the whole, so a piece of a person is like having the person, a bone of someone (independently if the DNA is recognizable of not) is like having the whole body. You don't use science to explain magic, you use magic theories to explain magic.


Quandary wrote:

i think PC deaths can be meaningful, they can be remembered and recalled,

their lives and stories can continue to be known by NPCs in the world,
and the presence can still be felt by new (replacement) PCs.
heroic deaths are part of heroism. D&D roleplaying is a co-created story/movie.
restricting a story/film plot so that characters can never die is silly.
if a player is so attached to one specific PC that they cannot roleplay another if the first PC dies,
or that their 'belief' in the gameworld solely hinges on that one PC not ever dying, something is off.
and deaths that seem not so meaningful to that character specifically can still have content as non-meaningful deaths.
it's just another type of plot peak in the ongoing story.
the whole game is set up so creating characters is a plural sort of event. GMs do it all the time.
if the ongoing story is interesting enough, players also don't need to be attached to a specific PC,
they are interested in how the story resolves for it's own sake, and can find a new PC to engage with that.
sure, if a player feels like any PC they make is dropping dead left and right, they don't feel a chance to develop the character.
but likewise if your PC is dropping dead left and right, and happens to be rezz'ed every time,
that is rather reducing plot peaks to perma-blur events, becoming rather monty python-esque at that point.

This. +12


ngc7293 wrote:
Apologies for not reading all 172 (or more depending on when I finish with this post). I don't think the problem is with people not liking the current rule system. They buy the books, they play the game, the GM has the live/die choice and people move on.

The thread kicked off with someone growing concerned over a recent set of posts by SKR intimating that his personal inklings at his table were to eliminate the expensive material component from the raise dead/resurrection/reincarnate set of spells. This was predicated on the idea that the expensive component would drive people to avoid raising fallen comrades, and instead splitting the loot.

Well, the personal inklings of a game developer have an astonishing ability to creep into the official rule mechanics of games they develop. As such, the OP wanted to head them off at the pass, before any inklings developed into plans.

For myself, I find it unlikely that they would formally re-write the death mechanics, and if they did, I think it's easy enough to shrug & ignore. Or that they'd implement them as an "optional rule set" in Mythic Adventures, since that seems the best place for it.

In summary: the thread is as much about why the current rules work (more or less) as it is about what you could do instead.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Well, since removing costly components from those spells is only a question of removing a few words, instead of rewriting whole sections, I think it simply is the question if the developers want to do it or not.

Personally, I am all for it.


BillyGoat wrote:

Well, the personal inklings of a game developer have an astonishing ability to creep into the official rule mechanics of games they develop. As such, the OP wanted to head them off at the pass, before any inklings developed into plans.

In summary: the thread is as much about why the current rules work (more or less) as it is about what you could do instead.

How on earth would posting dozens of threads whinging about how terrible the game is achieve a goal of “heading them off at the pass”? SKR had a good idea, and it was more than just take out the material cost, but of course the OP is ignoring everything else Sean said.

In summary: the Op thinks PF is a horrible game system and he can & has done better, except that he won't tell us where & when, which makes things ratehr doubtful.

Grand Lodge

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Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
shallowsoul wrote:

After reading SKR's thread on Raise Dead I created this thread to discuss why the push to essentially trivialise death.

In my opinion, death should not be treated like a condition that is easily taken care of. Death should be something that is costly and is hard to come back from. I don't really understand this push for death to become so trivial. Well to be honest, I believe it has something to do with lessening the impact of death because some people find death "not fun" and because theplayer has spent a lot of time creating their character so they feel like they need more protection for their investment. I don't think anyone finds death "fun" but that's the whole point, death is supposed to be unfun and a bad thing.

If the game gets to the point where you have to go through mountains of red tape just do die while a quick snap of the fingers brings you back then I will just stick with what is printed before that and not buy anything else in the future.

Here's what it all boils down to. Death means that the player has been taken out of the game. The real question becomes how difficult do you want to make rejoining the game and how crippled do you want him at when he finally gets there? All other discussion is really just elaboration on this.


DrDeth wrote:
How on earth would posting dozens of threads whinging about how terrible the game is achieve a goal of “heading them off at the pass”? SKR had a good idea, and it was more than just take out the material cost, but of course the OP is ignoring everything else Sean said.

I was not attempting to make a statement of merit regarding the OP. Rather, I was providing, in as concise a form as possible, an explanation of the intent, justified or not, successful or not, of the OP.

In the interest of full disclosure, I feel that the death mechanics currently present work as intended. However, I would prefer to see an array of pre-thought out death/resurrection mechanics provided in a future supplement, to aid GMs in finding the right mix and avoiding the pitfalls of making death to easy/difficult to overcome. We can go over that point-by-point, if anyone feels that the merits of both arguments haven't already been allowed to play out.

LazarX wrote:
Here's what it all boils down to. Death means that the player has been taken out of the game. The real question becomes how difficult do you want to make rejoining the game and how crippled do you want him at when he finally gets there? All other discussion is really just elaboration on this.

As to taking the player out of the game, it partially depends on how the GM handles it and whether or not the party has any hirelings on-hand that could be turned over to the player while a means of soul-recovery is sought out.

The counter-punch, as expressed above, is that if death is over-come reliably with a 1-round casting time of a spell with minimal requirements / restrictions, then death becomes as arbitrary. An almost-equitable argument would be to ensure against death by setting all encounters at APL-3, so that players are never out of the game.

Should characters be dying left and right? No. Are the 2 negative levels sufficient penalty? Maybe, I think it'd come down to the particular game being played, and the group playing it.

If I were playing a Mythic Adventures game, I'd almost certainly eliminate the death tax, or have the deceased rise as a holy undead/ghost that can still be returned to life by a simple 5th level spell that lacked any material components other than the corpse.

If I'm playing a gritty urban espionage game, I'm going to keep the death mechanic as it is, assuming the party can even find a cleric/druid willing to lend aid to their cause.

But, for typical high-fantasy campaigns based on the typical tropes and stories of fantasy literature, I'm not going to mess with what isn't broken. If you have the slightest bit of party cohesion (and the player's character sheet says "Good" anywhere in the alignment field), odds are high that they'll pay the death tax, unless the player of the dead character actually wants a new character. At my table, gaming the cost/benefits has never trumped "what would the characters do for their faithful companion, who fell saving their lives?"

edit to fix my habitual broken end-quotes.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

That's a good response, I may not be in full agreement, but I really don't think we're that far apart either.

Silver Crusade

LazarX wrote:
shallowsoul wrote:

After reading SKR's thread on Raise Dead I created this thread to discuss why the push to essentially trivialise death.

In my opinion, death should not be treated like a condition that is easily taken care of. Death should be something that is costly and is hard to come back from. I don't really understand this push for death to become so trivial. Well to be honest, I believe it has something to do with lessening the impact of death because some people find death "not fun" and because theplayer has spent a lot of time creating their character so they feel like they need more protection for their investment. I don't think anyone finds death "fun" but that's the whole point, death is supposed to be unfun and a bad thing.

If the game gets to the point where you have to go through mountains of red tape just do die while a quick snap of the fingers brings you back then I will just stick with what is printed before that and not buy anything else in the future.

Here's what it all boils down to. Death means that the player has been taken out of the game. The real question becomes how difficult do you want to make rejoining the game and how crippled do you want him at when he finally gets there? All other discussion is really just elaboration on this.

Just going by the default, if you don't have the gold to bring the person back then their story has ended and another begins when a new PC is brought in.

That's the name of the default game.

The game's rules on Raise Dead and such are fair because it does give you a chance to come back but only with certain stipulations.


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
LazarX wrote:
Here's what it all boils down to. Death means that the player has been taken out of the game. The real question becomes how difficult do you want to make rejoining the game and how crippled do you want him at when he finally gets there? All other discussion is really just elaboration on this.

I disagree. To me, the fundamental question here is one of Gamism versus Simulationism.

The Simulationist says "The availability of no-cost/no-consequences resurrection magic wreaks havoc on a large number of the underpining assumptions of the game world."

The Gamist says "A lack of availability of no-cost/no-consequences resurrection magic wreaks havoc on the players' fun, since it means that PC death causes them to sit there, bored, while the other PCs continue the game without him."

The issue here is that people are having two different conversations; one about the verisimilitude of the game world, the other about keeping the players actively engaged in play. There's no consensus about the problem, let alone a right answer, because the two groups spend most of the time talking past each other.

(There's also a Narrativist point of view, but he got punched in the face by the Gamist and Simulationist, because nobody likes him.)


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Alzrius wrote:
(There's also a Narrativist point of view, but he got punched in the face by the Gamist and Simulationist, because nobody likes him.)

The Narrativist fudges his die rolls so this never comes up.

It's not a gamist/simulationist thing though.

Old school "bring a stack of replacements" gaming is very gamist.

There's no reason a simulationist can't work with cheap raise dead. Reincarnation may be a problem because it bypasses age limits, but raise dead/resurrection aren't really going to warp society all that much more than workplace safety laws and decent medical care. There are some legal changes relating to murder, but nothing on the scale of the doom prophecies some people are propounding. Most of the demographic "damage" is done with cure disease.

Which is worse from a simulationist viewpoint? Working raise dead into your demographics or having the party encounter someone with PC stamped on their forehead just after a party member dies?


BillyGoat wrote:

and "will power" is another word for what, exactly, if you can now use "will power" to manipulate electrons, ripping them away from their associated atoms/molecules without creating a significant cascade failure of chemistry and physics in the area, and create a powerful explosion four-hundred some-odd feet away from you?

I like explanations, but if they have more holes in them than saying "it works due to symbolic links between caster, effect, and spell components (somatic, verbal, material, focal) to manipulate the ambient magic of the world into the specific spell he's attempting to achieve", then they aren't very good explanations.

maybe electrons wasn't the right word, i was searching for a word for 'electrical charge in the air', and used the wrong word. and i assumed that because a wizard can use 'magic' that they can use inhuman mental powers derived from learning to utilize a higher percentage of their brain.

but yeah, it still needs the kinks worked out.

the basic premise of the concept is that the same energy that powers all supernatural powers is derived from something similar to electricity, which can be conducted or insulated.


Diego Rossi wrote:
Lumiere Dawnbringer wrote:
Diego Rossi wrote:
Lumiere Dawnbringer wrote:
450 gold pieces minimum for a spell only available in a metropolis requires for the average Joe, a minimum of 3-4 years worth of saving assuming they buy no other luxuries assuming 5-7 gold pieces per week and an average lifestyle. this is just for one raise dead spell.

You keep repeating "available only in a metropolis". 5th level spells are available in a Large town with 2,001-5,000 inhabitants.

7th level spells are available in a Large city, 10,001–25,000 inhabitants.
there is no guarantee to find a caster willing to cast a 9th level spell for money in any settlement.

It is all in the GMG.

i forgot that PF made high level spells more readily available. but 9th level casters aren't a common thing. except in Golarion, where the average hobo or whore is a 2nd level PC classed character, your average dervish is a 10th level rogue and your average lay priest is a 9th level cleric.
Maybe you should read a bit about Golarion.

those were pulled from the Game Mastery Guide and NPC codex Respectively, which if the NPC codex is useless in Golarion, than it must be not a very good purchase for DMs who don't homebrew.

hell, according to the GMG, your average king is a 20th level aristocrat.

Shadow Lodge

I'm pretty sure that SKR wants a 100% RAW game, where the condition "dead" doesn't actually have any modifiers. :P

Oh, by the way, the GMG and NPC Codex are part of the RPG line, in which some things might apply to Golarion, and some things might not.


Lumiere Dawnbringer wrote:

maybe electrons wasn't the right word, i was searching for a word for 'electrical charge in the air', and used the wrong word. and i assumed that because a wizard can use 'magic' that they can use inhuman mental powers derived from learning to utilize a higher percentage of their brain.

but yeah, it still needs the kinks worked out.

the basic premise of the concept is that the same energy that powers all supernatural powers is derived from something similar to electricity, which can be conducted or insulated.

"Electrons" (or, if you look at it the other way, "holes for electrons") is the closest term you're going to get for what you're talking about. You're thinking in terms of lightning, essentially.

Here's the problem, that lightning got its energy due to a separation of charges caused by numerous electrical/chemical/physical interactions building up over time. In other words, a ton of energy got concentrated.

With your explanation, all that energy just appears because the wizard wanted it to. Until you have an answer to "where does the energy come from" and "how does the wizard manipulate the energy/electrical charge with his mind", all you've done is surround the word "magic" with completely unrelated technical jargon.

Assistant Software Developer

I removed a post. That wasn't necessary.


BillyGoat wrote:
Lumiere Dawnbringer wrote:

maybe electrons wasn't the right word, i was searching for a word for 'electrical charge in the air', and used the wrong word. and i assumed that because a wizard can use 'magic' that they can use inhuman mental powers derived from learning to utilize a higher percentage of their brain.

but yeah, it still needs the kinks worked out.

the basic premise of the concept is that the same energy that powers all supernatural powers is derived from something similar to electricity, which can be conducted or insulated.

"Electrons" (or, if you look at it the other way, "holes for electrons") is the closest term you're going to get for what you're talking about. You're thinking in terms of lightning, essentially.

Here's the problem, that lightning got its energy due to a separation of charges caused by numerous electrical/chemical/physical interactions building up over time. In other words, a ton of energy got concentrated.

With your explanation, all that energy just appears because the wizard wanted it to. Until you have an answer to "where does the energy come from" and "how does the wizard manipulate the energy/electrical charge with his mind", all you've done is surround the word "magic" with completely unrelated technical jargon.

i'm starting to think it would be easier to call it magic and drop the whole Electron junk. it was a poorly thought out way to explain magic/chi/psionics transperancy to a friend.


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If you want death to be non trivial then one of two things has to happen, either death has to become significantly less likely(almost certainly not what you're aiming for), or character creation has to become significantly simpler.

If you're going to kill off a guy every game session don't expect anyone to show up with epic backstories and roleplaying genius or optimized characters you're going to get generic Bob the Barbarian #5 and Wally the Wizard #2.

At least I know I'm not willing to put the 5+ hours of time it take for proper character creation under the current ruleset along with thought time on making him a proper person on some schmuck you're just going to kill off in like 3 sessions before telling me to do it again because death is supposed to be "hard".


gnomersy wrote:

If you want death to be non trivial then one of two things has to happen, either death has to become significantly less likely(almost certainly not what you're aiming for), or character creation has to become significantly simpler.

If you're going to kill off a guy every game session don't expect anyone to show up with epic backstories and roleplaying genius or optimized characters you're going to get generic Bob the Barbarian #5 and Wally the Wizard #2.

At least I know I'm not willing to put the 5+ hours of time it take for proper character creation under the current ruleset along with thought time on making him a proper person on some schmuck you're just going to kill off in like 3 sessions before telling me to do it again because death is supposed to be "hard".

i agree with this. if you want death to matter, it has to be either an extremely rare thing that almost never occurs, or you have to make character creation extremely fast and easy. the first of which requires massive reduction of difficulty and the other requires massive reduction of complexity.


gnomersy wrote:

If you want death to be non trivial then one of two things has to happen, either death has to become significantly less likely(almost certainly not what you're aiming for), or character creation has to become significantly simpler.

If you're going to kill off a guy every game session don't expect anyone to show up with epic backstories and roleplaying genius or optimized characters you're going to get generic Bob the Barbarian #5 and Wally the Wizard #2.

At least I know I'm not willing to put the 5+ hours of time it take for proper character creation under the current ruleset along with thought time on making him a proper person on some schmuck you're just going to kill off in like 3 sessions before telling me to do it again because death is supposed to be "hard".

This is a big issue from a fun standpoint. If I die mid session, w I am probably done for the night unless my party can raise me. In which case I am out until they do that. If I am lucky, I died near the end of the dungeon and I will be raised soon. If I am unlucky, I may not be raised till the end of the session anyway. If Raise dead were free, its much more likely someone in the party has a scroll of it or will cast it themselves.

I think the best argument for removing the diamond dust cost is that it reduces the time players spend unable to play.


johnlocke90 wrote:
gnomersy wrote:

If you want death to be non trivial then one of two things has to happen, either death has to become significantly less likely(almost certainly not what you're aiming for), or character creation has to become significantly simpler.

If you're going to kill off a guy every game session don't expect anyone to show up with epic backstories and roleplaying genius or optimized characters you're going to get generic Bob the Barbarian #5 and Wally the Wizard #2.

At least I know I'm not willing to put the 5+ hours of time it take for proper character creation under the current ruleset along with thought time on making him a proper person on some schmuck you're just going to kill off in like 3 sessions before telling me to do it again because death is supposed to be "hard".

This is a big issue from a fun standpoint. If I die mid session, w I am probably done for the night unless my party can raise me. In which case I am out until they do that. If I am lucky, I died near the end of the dungeon and I will be raised soon. If I am unlucky, I may not be raised till the end of the session anyway. If Raise dead were free, its much more likely someone in the party has a scroll of it or will cast it themselves.

I think the best argument for removing the diamond dust cost is that it reduces the time players spend unable to play.

i agree that that is a good reason to remove both the diamond cost and the negative levels. characters with negative levels will only die faster, as will characters with ability damage or ability drain.


mdt wrote:

The problem with treating death as if it were nothing is that it affects the world. If you have an entire world where people can be ressurrected for a promise to a god, then there are no atheiests, there is no one unaligned with a god. The rules about clerics who worship no god goes away.

Additionally, you have MASSIVE overpopulation, since every time someone dies, they promise to do something for a god and pop back up. Oh, look, bandits, fight to the last man, if we die, the gods will bring us back.

...

Ehhhhhh...

I think it's a different mindset of whether the PCs are the 'heroes' of the story... or just random peasants that the camera happens to point at once in a while.

Having grown up on comics I have ZERO problem with the knowledge that YES, Spiderman, Superman, Captain AMerica have all 'died' and come back.... but Uncle Ben, Capt. Stacy, and random villager #2 does not.

not EVERYTHING that happens to hero #1, will happen to NPC #1. Batman broke his back and was back walking around in a year or two... Batgirl stayed in a chair for MANY years...

Just because good things happen to ONE player... does not mean the world should stop spinning and fall off its axis...

Really, I think it depends on what the DM expects. The fellowship of the ring went the way with only 2 PC deaths, and one came back. SOME DM's on here seem disappointed if there isn't a PC dying every 3 game nights...

If it's a GOOD death, I'm fine with it... If it was a suck death or happens to soon... they yeah, I'd want him to come back.

too MANY ressurections can seem lame and cheap... regardless of the 'cost'. It all depends on the night, the group, and the DM.


phantom1592 wrote:


Having grown up on comics I have ZERO problem with the knowledge that YES, Spiderman, Superman, Captain AMerica have all 'died' and come back.... but Uncle Ben, Capt. Stacy, and random villager #2 does not.

not EVERYTHING that happens to hero #1, will happen to NPC #1. Batman broke his back and was back walking around in a year or two... Batgirl stayed in a chair for MANY years...

This is actually a good point and it got me thinking a bit. I read a lot of comics too. The reason death is not trivial to superheroes, why the reader cares when they are in danger, even though they almost always come back is that they are defending other people, property, etc. and every moment counts. If everyone is always coming back to life it is going to wreak havok on the setting. So as long as there is a meaningful way of preventing people who aren't heroes and villains form returning to life, then death can be made to have meaning by collateral damage.

Silver Crusade

While reading through part of this thread I thought I would answer it from the perspective of a couple of games I have run.

New characters coming back at the same level of the party can make death more of a rule reason for more loot, especially when the *new* character is just the old character with a different name.

I've experienced this including players stating "lets just jump of the cliff here and die so we can respawn in town". it was around this time I re-evaluated the threat of death to player characters.

My last Rise of the Runelords game had many character deaths and by the end of it only one character was a starting character... So that also had an issue on why they were doing the adventure. It ended with a total party kill against the runelord. Was considered a good campaign by the players as it proved that the hero's were not going to win every time.

I run two campaigns now:

Curse of the Crimson Throne - all player characters are related in one way or the other, if they die, there will have to be a funeral.

Rappan Athuk, all characters are enhanced, have extra hit points equal to their constitution, and 32 point buy characters.

In both of these campaigns I have set the following rules:
- All new characters start at 1st level, its up to the players to keep new characters alive long enough to be effective in the game
- Resurrection is at the discretion of the clerics patron, and will require a service for any *non faithful* and will only raise those within one step of their alignment
- Any death is death. Marriage, service, Will, or anything that is specified for the life of the character becomes void when they die. This sets events into action where magic is used to inform of deaths.
- Any forms of returning from death adds the returnee to the god of deaths list to be recovered at the earliest opportunity
- abandoning a quest from resurrection results in the god sending its own agents to claim to lost soul and regain its spent power in the form of killing the raised character
- The afterlife of a character is given up when resurrected

These are all roleplaying issues, that the players have agreed to as a good way to make death have meaning in the game.

Now players don't want to die or be resurrected more than once. While they grumble about starting at 1st level with new characters, they like how the roleplaying has gone around it, and how higher level characters have to look after the new characters to the group.

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