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Keep it easy and trust the players The game is about playing your dream hero, and it is inconvenient for everyone if they die before it is dramatically appropriate. Hence, resurrection. So let...
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#1: Initial revision
1. Keep it easy and trust the players The game is about playing your dream hero, and it is inconvenient for everyone if they die before it is dramatically appropriate. Hence, resurrection. So let it be. If the death was dramatically appropriate, the player is probably happy with the character having died and not willing to bring them back. So, supposing you communicate clearly that is the point of the rule, it should only be used when it is good for the game. 2. Put it under GM control Easiest to say that it is NPC only magic. Why jump through hoops to make it difficult when you, as a group, can simply decide to reserve it for the game master via NPC's? And they, of course, demands quests and adventures and other such interesting content before they do it, or if it is more appropriate to the story the game master wants to tell. This approach is all about that GM control and some groups do want it. 3. Want a game where death is actually on the table, as an emergent and uncontrollable outcome? The general gaming culture of D&D 5 does not point to this direction, but sure, why not. You might want to make healing slower, too. In any case, making resurrection more expensive or conditional on divine favour or otherwise either interesting or costly is a good option. Maybe make it cost a level, too? D&D 5 works fine with level differences, it is not brittle in that way. But you might also consider using another iteration of D&D or another roleplayin game entirely. The problem here is quite peculiar to the modern iterations of D&D.