I think it's pretty clear that there isn't a single system that would work perfectly on all games / types of games.
The Raise Dead spell is mostly found in D&D crpgs, but unfortunately, it doesn't always translate well from the P&P game, as someone already mentioned.
In BG2, which I think is the best reference for this system, the availability of Raise Dead and Resurrection added a bit to the tactics, because based on how many scrolls/slots of those spells I had I knew how many party members I can allow to die in a fight - and of course, making sure the person casting those spells would stay alive.
It worked fairly well in BG2 because there were enough difficult encounters to justify the existence of those spells.
But in other games, this can be just an annoyance, or something that you never use.
On the other hand, the health regen solution that we see in most modern games can have its own merits if it's implemented properly (Dragon Age probably being closest to "properly" on this).
But again, most often this is just a way to make the game more "accessible" because death is bad, bawhawhaw.
A hybrid could be a good middle-ground, but i haven't seen one yet that works well (haven't played BaK). D&D is supposed to have this with the 0 to -10 HP where you are not really dead. But this is only meaningful for lower levels, after level 10 or so those 10HP don't mean much. It would be more interesting maybe if the interval slightly increases as you gain levels, or based on CON, for example.
The Raise Dead spell is mostly found in D&D crpgs, but unfortunately, it doesn't always translate well from the P&P game, as someone already mentioned.
In BG2, which I think is the best reference for this system, the availability of Raise Dead and Resurrection added a bit to the tactics, because based on how many scrolls/slots of those spells I had I knew how many party members I can allow to die in a fight - and of course, making sure the person casting those spells would stay alive.
It worked fairly well in BG2 because there were enough difficult encounters to justify the existence of those spells.
But in other games, this can be just an annoyance, or something that you never use.
On the other hand, the health regen solution that we see in most modern games can have its own merits if it's implemented properly (Dragon Age probably being closest to "properly" on this).
But again, most often this is just a way to make the game more "accessible" because death is bad, bawhawhaw.
A hybrid could be a good middle-ground, but i haven't seen one yet that works well (haven't played BaK). D&D is supposed to have this with the 0 to -10 HP where you are not really dead. But this is only meaningful for lower levels, after level 10 or so those 10HP don't mean much. It would be more interesting maybe if the interval slightly increases as you gain levels, or based on CON, for example.