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Can a Paladin Cure Addiction?
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<blockquote data-quote="Man in the Funny Hat" data-source="post: 7885272" data-attributes="member: 32740"><p>So a DM either creates a definition of disease that works for them, or they leave it as a judgement call in each case. "No official answer," pretty much makes those the options. Not much then to discuss except WHY a particular DM rules a particular way, which is going to amount to, "I don't want it to fix this/that," or, "I do want it to fix this/that, or just don't care enough to say no."</p><p></p><p>In my book, most of what real-world science/medicine would call a <em>mental</em> illness or disorder would be something that <u>D&D</u> would classify as insanity <em>strictly for purposes of spells and effects</em>. Disease would cover anything and everything that in the real world would stem from bacterial or viral infection as well as most other stuff not directly resulting from physical injury or inherent defect - even if real-world science and medicine would NOT necessarily lump it into that category. Mostly that's just to keep healing of hit points a separate mechanic from other "cure" spells and effects. More structure than that is simply BEYOND the normal scope of the game and anyone trying to push that envelope should be accepting that they are solidly into house-rules territory.</p><p></p><p>In short, if you feel you need a definition of disease - make one. If you want a list of what cures what (or doesn't cure it...) then make one. D&D is FAR from a medical simulation and indeed is closer to a wacky fantasy and pre-medieval superstitious idea of health and medicine. D&D uses frickin' spells to cure diseases AND mental illnesses as well as CAUSE them. Real-world sensibility went out the window with using rituals and magic potions to heal people. Don't try to force it to <em>actually</em> make sense.</p></blockquote><p></p>
[QUOTE="Man in the Funny Hat, post: 7885272, member: 32740"] So a DM either creates a definition of disease that works for them, or they leave it as a judgement call in each case. "No official answer," pretty much makes those the options. Not much then to discuss except WHY a particular DM rules a particular way, which is going to amount to, "I don't want it to fix this/that," or, "I do want it to fix this/that, or just don't care enough to say no." In my book, most of what real-world science/medicine would call a [I]mental[/I] illness or disorder would be something that [U]D&D[/U] would classify as insanity [I]strictly for purposes of spells and effects[/I]. Disease would cover anything and everything that in the real world would stem from bacterial or viral infection as well as most other stuff not directly resulting from physical injury or inherent defect - even if real-world science and medicine would NOT necessarily lump it into that category. Mostly that's just to keep healing of hit points a separate mechanic from other "cure" spells and effects. More structure than that is simply BEYOND the normal scope of the game and anyone trying to push that envelope should be accepting that they are solidly into house-rules territory. In short, if you feel you need a definition of disease - make one. If you want a list of what cures what (or doesn't cure it...) then make one. D&D is FAR from a medical simulation and indeed is closer to a wacky fantasy and pre-medieval superstitious idea of health and medicine. D&D uses frickin' spells to cure diseases AND mental illnesses as well as CAUSE them. Real-world sensibility went out the window with using rituals and magic potions to heal people. Don't try to force it to [I]actually[/I] make sense. [/QUOTE]
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