Originally Posted by Stabbey
I
15. [Design] Resurrection just gets you insta-killed again.

Quote

- Resurecting characters should be teleported away from any dangerous surfaces automatically.


Agreed as well, although I'd go farther and agree with the other idea I heard, which resurrection lets you pick the spot within 15m where the guy is resurrected.

I am okay with an XP penalty for dead characters, and I am okay with Resurrecting leaving you at low HP (I think), but way too often, resurrecting my characters just ends up getting them killed before I can even get to their turn. Dangerous surfaces are especially bad for that. If you could select the destination, you could bring them back as far as possible to try and keep them alive. That comes with the built-in downside of them needing to heal and move back to range of the fight, so it doesn't seem unbalanced either.


I disagree with this, while yes this is annoying, it also forces you to take important tactical decisions:
1: do I wait a few turns for the spot to disappear and then resurrect
2: maybe I should cast that rain spell to get rid of the fire before attempting to resurrect
3: mmmh, or should I delay the turn of my chars with the healing and/or resurrect spell so I can heal the resurrected char much quicker/in the same turn
4: Oh crap, I know that enemy has a fire/earth/... AoE attack, I have to remember to cast my support spells accordingly and heal my chars quicker to account for some of the possible AoE dmg in the future
...

I think this adds a great extra challenge to the combat and forces you to prepare for a fight (potions/resurrect scroll/...) and to think and adapt while you are in the fight itself.