Nah, this totally makes sense. Revivify costs 300 gp, which is about 5 months of work for a skilled hireling (or 4 years for an unskilled one). Laws are only for the poor.
If you convert to the relative value of labor instead of the real life value of diamonds, it's probably something like $40k to $60k to revivify someone. Seems like enough cash on hand to somehow get away with murder.
Nobody dies of "old age". As you become older, it is becomes harder to survive various diseases or afflictions. But where do you draw the line? If someone was to weak and fragile to leave their bed, and died due to no longer getting any energie from food, is that dying of old age? And what if they are to fragile to leave their cage?
If one is allowed to set timespan for "execution" to "however long it takes me to die of old age", then I argue it is also perfectly fine to take some liberty with the definition of "die of old age".
The punishment is a sentence of death. Not "being killed". You are to be placed in the state of death for the crime. That's why you don't get to walk away if a lethal method fails. You can keep reviving them, but they'll be incarcerated and killed again until it sticks. And I'll put the rest of the party in contempt of court for attempting to subjorn lawful punishment.
I'm not really looking to get into fantasy legal dispute, but I will say that you are debating the count without even touching the core of what I said: the terms of the sentencing.
Being sentenced to death is like being sent to prison. If you step in and then juke out, you can't say "prison sentence over".
We don't specify term limits here because it's typically not a place you come back from.
A counter spell prevents other magic users from casting their spell. It can be used by a magic user to block a spell to various degrees of success. This DM didn't use it with any villains in the campaign, except once, to block a resurrection in the final battle.
He killed a guy's charector, then basically re-killed him right after.
The players could have expected this: they've noticed that the dragon has lair and legendary actions. It's clearly dangerous, and it's smart. The dragon presumably needed line of sight to the caster, an unused reaction, and had to be within 60 feet.
BUT the DM hadn't used the spell before. So the players don't realize Counterspell is a thing baddies do. I dunno.
In my current campaign, my caster is really engaged. He watches for enemy casters to use their reactions. He tracks line of sight and distance. But he's been Counterspelled often enough to know it's necessary.
(This is my table, I don't expect others to enjoy this style of play, but as a DM, my final battles will not use mechanics the players aren't familiar with)
It also seems kind of spiteful? Revivify seems like an odd thing to counterspell, much better to stop a big damage spell or heal. Revivify only revives with 1 hp, so a strong breeze would put the barbarian back down. The party would have to commit multiple actions to healing him up while he runs for his life.
Instead, one of the players basically has to sit out for the finale of the campaign. Assuming the party succeeds, he can’t conclude the story with everyone else and the player just zones out during the epilogue.
I think a good twist mechanic is one you can react and adapt to. If the dragon countered a random damage spell, the players are introduced to the twist in a less consequential way and can now adjust their strategy to the new information. Here, they are punished for something they didn’t even know could happen (unless they have meta knowledge from other campaigns, which you should never assume) and can’t do anything except shrug and accept that their friend is dead.
my final battles will not use mechanics the players aren't familiar with
This seems kinda boring.
I pretty much expect a big bad to pull some off the wall crap I'm not expecting, otherwise what makes them big & bad?
The morale shattering of getting a revival countered would make the party come up with something new, instead of trying their same formula over & over. Remember the magic mcguffin they've been saving for a 'situation'? This is exactly the time to break out the one-shot items!
Amen. As a DM it is completely fine to generate challenging "food for thought" situations for their players, but when you start to play against your party and actively sabotage their characters, decisions or playstyle, it's time to step down as a DM.
Yeah, this is super annoying. I want to try out roleplaying and get into character and all that, but in some tables you have people like the following:
The involved roleplayer who, despite their intent otherwise, takes control of the narrative. They try to involve you, but it always feels like you're a side character in their story.
The funny guy, who tries to crack jokes and make the whole game feel light-hearted and silly. I get we're all here for fun, but sometimes I'd like a bit of meat to bite into.
The GM's friend, who derails the game into taking about that cool dog that they had when they flat shared last year. No seriously, it's a cool dog. Let me find a picture on my phone.
That guy whose character is a reference to that show you don't watch. They keep making references to it, and a few other people get it, but you have to awkwardly nod your head.
... Wow, sorry, kind of went on a rant there. I guess I have a bit of frustration at going to play a game, and most of the session being taken up by not playing said game.
This is one of the reasons I'm really not happy with DND. I just don't want to play a resource management game. I want to do cool stuff.
There are lots of games that aren't built around resource management and attrition, but unfortunately DND is so popular it sucks all the air out of the room.
I do feel that slowly, edition by edition, D&D is moving closer to it's recourse management being tied to it's round based action economy which I actually enjoy.
As a player, it's already pretty easy to play this way, before counting subclasses, the rogue has literally no abilities that are limited by anything but once per turn, and if you pick some fun narrative spells as warlock and rely on invocations and eldritch blast, you can be totally effective without any resource management. Both of these exclude hitpoints of course but that is a pretty reasonable resource for a combat focussed fantasy game.
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