Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
A maddening Poison
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="eamon" data-source="post: 3757482" data-attributes="member: 51942"><p>Madman's Music (Su): Supernatural Disease, ingested, incubation period 15 minutes; each hour thereafter 1d6 Wis damage <strong>Will</strong> DC 25 negates.</p><p></p><p>Madman's Music is actually an insidious, magical poison, though it seems to be a disease - once ingested, the poison always remains until cured - no amount of sucessful saving throws cure an afflicted creature naturally. The ability damage caused by Madman's Music cannot be cured nor is healed naturally while the poison remains in the creature. As long as the afflicted creature's wisdom has not fallen to zero, the poison can be cured as any other poison, however, once the creature's wisdom falls to zero, it goes permanently insane. Nothing short of a <em>Wish</em> or a <em>Miracle</em> can cure a creature driven insane by Madman's Music.</p><p></p><p>i.e. </p><p>no three different damage types and saves - not necessary, it'll be scary anyhow, and as your wis inevitable drains away, the saves will get more difficult just because of that!</p><p>reference to disease mechanics - these already provide an incubation period and recurring effects.</p><p>saves negate, don't do half damage - this is more normal for all diseases and poisons, and it's simpler. It's not going to make much flavor difference, and since you'll fail pretty often against such a DC (at the very least on a natural one, which is more than once per day on average!), and the DC effectively rises anyhow, it won't make much difference.</p><p></p><p>You have a natural sunset clause after 2d12 hours. According to my calculations, even a creature with 30 Wis and +25 Will save will go insane after a mere 13 hours using your rules, so unless you're playing epic, that sunset makes little difference. In any case, with the "negates" clause, those kind of characters will be able to find a cure simply because it'll take longer.</p></blockquote><p></p>
[QUOTE="eamon, post: 3757482, member: 51942"] Madman's Music (Su): Supernatural Disease, ingested, incubation period 15 minutes; each hour thereafter 1d6 Wis damage [b]Will[/b] DC 25 negates. Madman's Music is actually an insidious, magical poison, though it seems to be a disease - once ingested, the poison always remains until cured - no amount of sucessful saving throws cure an afflicted creature naturally. The ability damage caused by Madman's Music cannot be cured nor is healed naturally while the poison remains in the creature. As long as the afflicted creature's wisdom has not fallen to zero, the poison can be cured as any other poison, however, once the creature's wisdom falls to zero, it goes permanently insane. Nothing short of a [i]Wish[/i] or a [i]Miracle[/i] can cure a creature driven insane by Madman's Music. i.e. no three different damage types and saves - not necessary, it'll be scary anyhow, and as your wis inevitable drains away, the saves will get more difficult just because of that! reference to disease mechanics - these already provide an incubation period and recurring effects. saves negate, don't do half damage - this is more normal for all diseases and poisons, and it's simpler. It's not going to make much flavor difference, and since you'll fail pretty often against such a DC (at the very least on a natural one, which is more than once per day on average!), and the DC effectively rises anyhow, it won't make much difference. You have a natural sunset clause after 2d12 hours. According to my calculations, even a creature with 30 Wis and +25 Will save will go insane after a mere 13 hours using your rules, so unless you're playing epic, that sunset makes little difference. In any case, with the "negates" clause, those kind of characters will be able to find a cure simply because it'll take longer. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
A maddening Poison
Top