Kobold Avenger
Legend
Once a Bard reaches 4th level, they'll bother to cast Lesser Restoration on themselves to remove a disease once per week.Meanwhile, the STD-full bard keeps ravaging the countryside.
Once a Bard reaches 4th level, they'll bother to cast Lesser Restoration on themselves to remove a disease once per week.Meanwhile, the STD-full bard keeps ravaging the countryside.
I imagine disease will just be made part of poisoned. "While poisoned in this way x effect happens a result of the disease" and the likeDivine Health is no longer a Paladin class feature and Lay on Hands no longer cures disease.
Has the pandemic made disease the new slavery?
More evidence that all bards are Maoist.Meanwhile, the STD-full bard keeps ravaging the countryside.
I think that this ability has suffered from the removal of the old, more stringent, requirements to both become and remain a paladin. One could theoretically have a party of paladins from 4e on, and thus disease immunity would remove another tool from the DM's toolbox. However, back when it had those extreme ability requirements*, was human-only, and was more than just LG (had special additions to the alignment restriction), paladins were much rarer, and thus only one person (maybe two, but rarely IME) in a group would be immune.I mean, it's a ribbon feature until it interjects to spoil the DM's plans. It's kind of just one more thing hemming in what sort of challenges DMs can effectively throw at players, and one more thing DM's have to remember when planning, while at the same time being something that will never come up at the average table.
I'd say the better move would be to make it part of a larger, high level ribbon feature. At level 18 you are immune to disease, you never age, and your teeth always stay pearly white, or something. Then we still get the flavor, but the inconvenience of remembering it is shunted off to the levels people don't play.
I think this would be a good approach if executed well, in that it would allow specifically designated diseases to be treated with low level magic, but wouldn't create the same worldbuilding implications as universal disease curing effects.I imagine disease will just be made part of poisoned. "While poisoned in this way x effect happens a result of the disease" and the like
To clarify, the issue I'm concerned with is less with having a whole party of paladins, and more with a DM thinking sewer sickness (or whatever) is going to be a challenge for the whole party, when, in fact, it is something the single 3rd level paladin is both immune to and can cure in 3 party members fairly trivially if he still has all his lay on hands.I think that this ability has suffered from the removal of the old, more stringent, requirements to both become and remain a paladin. One could theoretically have a party of paladins from 4e on, and thus disease immunity would remove another tool from the DM's toolbox.
You’ve just described exactly why. Like, does anybody actually like diseases in D&D? Or do they just include them to make sure the party Paladin doesn’t feel like one of their abilities is useless? And if you’re including a mechanic nobody really likes just so a specific character won’t be affected by it… At a certain point it’s worth asking why even have the mechanic and the ability that circumvents it? Why not just drop both. And as an added bonus, now you can have a plot point where a character or community is suffering from a severe illness that you have to go on a quest to find a cure for, without having to explicitly make it a magical illness that none of the PCs’ disease-curing abilities work on.On the flip side, disease immunity has been a thing for paladins for a long time, and it’s not that strong and ability, mostly ribbon until that once in a blue moon occasion. So why remove it?
I mean, I do like the idea at least of diseases in my D&D. I think their a lot of roleplay potential, and I think having non-magical afflictions is a nice option for DMs weary of the everything is magic all the time vibe of 5e.You’ve just described exactly why. Like, does anybody actually like diseases in D&D? Or do they just include them to make sure the party Paladin doesn’t feel like one of their abilities is useless? And if you’re including a mechanic nobody really likes just so a specific character won’t be affected by it… At a certain point it’s worth asking why even have the mechanic and the ability that circumvents it? Why not just drop both. And as an added bonus, now you can have a plot point where a character or community is suffering from a severe illness that you have to go on a quest to find a cure for, without having to explicitly make it a magical illness that none of the PCs’ disease-curing abilities work on.
I imagine disease will just be made part of poisoned. "While poisoned in this way x effect happens a result of the disease" and the like