Feldor
Adept
Mikestrauss's analysis is solid.
So the issue here is about availability of life effects; not about death. 1.3 has life items available to all classes via durasive magic items. 2.0 requires they be organic (or spell stores) and only for significant earth casters.
I think part of the problem is cultural. People have gotten used to that in 1.3, effectively there are more life items than there are life consumers in many games. And the people in those games are uncomfortable with that state changing. However, there are people who play in games where this is not true, or remember times fondly before this was true, who are happier with greater tension of life being a limited resource. Both of these are good ways to run games, but results in conflicting wants around life spells.
This is further complicated by plot teams having responded to the availability of life items. For example, the swarm of death elementals may be a reasonable high challenge when there are huge amounts of life spells; and is not reasonable when there are very few. So the need for life spells can largely be adjusted by the plot teams, meaning that any solution that adds availability of life spells will likely cause the plot teams to react and cause us to need to use them. Some of what plot does is provide challenges so we can use our resources (skills, consumables, etc.), because doing things is interesting and entertaining.
To be clear, I don't view "only available in one class" as a valid reason to remove a skill from that class or replicate it to others. We have a number of good skills functionally usable by only one build and not otherwise replicated.
I mean, we could invoke the old-school the DnD style resurrection. Leave "Life" as it is in Earth. Add a "Resurrection stone" purchasable spirit-locked consumable that makes it when you resurrect instead of drawing from the bag you lose 2 levels. You can always choose to resurrect normally and not lose the levels. But it'd mean no one would want to use resurrection stone if there was a life available, but it'd also give those folks who are super nervous about losing their long term character a way to _know_ they could come back. (We could even make the stones cost scale with level when you purchase it.)
We could also add a "reforge spirit" option, where you sacrifice half your build to have your spirit reset to new. (Basically let you do the new character thing except without having to have a new character.) With the changes to magic items, this is a lot less problematic than it used to be.
So the issue here is about availability of life effects; not about death. 1.3 has life items available to all classes via durasive magic items. 2.0 requires they be organic (or spell stores) and only for significant earth casters.
I think part of the problem is cultural. People have gotten used to that in 1.3, effectively there are more life items than there are life consumers in many games. And the people in those games are uncomfortable with that state changing. However, there are people who play in games where this is not true, or remember times fondly before this was true, who are happier with greater tension of life being a limited resource. Both of these are good ways to run games, but results in conflicting wants around life spells.
This is further complicated by plot teams having responded to the availability of life items. For example, the swarm of death elementals may be a reasonable high challenge when there are huge amounts of life spells; and is not reasonable when there are very few. So the need for life spells can largely be adjusted by the plot teams, meaning that any solution that adds availability of life spells will likely cause the plot teams to react and cause us to need to use them. Some of what plot does is provide challenges so we can use our resources (skills, consumables, etc.), because doing things is interesting and entertaining.
To be clear, I don't view "only available in one class" as a valid reason to remove a skill from that class or replicate it to others. We have a number of good skills functionally usable by only one build and not otherwise replicated.
I mean, we could invoke the old-school the DnD style resurrection. Leave "Life" as it is in Earth. Add a "Resurrection stone" purchasable spirit-locked consumable that makes it when you resurrect instead of drawing from the bag you lose 2 levels. You can always choose to resurrect normally and not lose the levels. But it'd mean no one would want to use resurrection stone if there was a life available, but it'd also give those folks who are super nervous about losing their long term character a way to _know_ they could come back. (We could even make the stones cost scale with level when you purchase it.)
We could also add a "reforge spirit" option, where you sacrifice half your build to have your spirit reset to new. (Basically let you do the new character thing except without having to have a new character.) With the changes to magic items, this is a lot less problematic than it used to be.