Disease tracks pointless?

Combining the previous posters' idea of "key component", you could still have the actual ritual have value.

Simply have the Cure Disease ritual/spell be one that only HALTS the disease in the state it is in. So a successful check doesn't cure it or make it better like Endurance does, but it simply halts the progress of the disease for one day
 

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One idea I thought of is to limite a Cure Disease spell to only 1 caster per day per individual and instead of removing it entirely, it moves you 1 step towards the cure end of the scale.

So if you are lucky, with a good endurance check (heal check in place of) you could move up 1 step and 1 cure disease could move you up one step, but if either fails, your back to where you were.

It might make disease actually last for a few day and the player really root for high rolls and add a bit of excitement.
 

Ways that diseases can simply inherently be difficult without any house rules:

1) Obviously, is the ritual is unavailable. Only likely to be an issue for a low level group or a group without a ritual caster, both of whom would need to 'return to town' to get diseases magically cleansed.

2) For a group with an average skill check that is low on health resources or when dealing with a disease that involves damage or reduced hp to begin with. While it takes a really abysmal skill check to outright kill someone, it is more possible to roll poorly enough to simply deal damage to the patient - which, in the wrong conditions, could be problematic as well.

3) When in a time crunch. If the group are moving from one encounter to the next in rapid succession (either due to the plot, threat of discovery, or any other reason), they have to at least deal with the initial effects of the disease.

Diseases have definitely made their presence known to my group, and we've had several PCs suffering from them for extended periods - but because of that, as we're getting into Paragon, we've invested a bit more in ways to deal with that. (These days, more relying on our Bard's ability to freely cast Song of Sustenance, giving everyone a free +5 on Endurance checks for 48 hours).

But I can definitely see how, for many groups, diseases are rarely an issue. There are some excellent house rule suggestions in the thread already - here is one of mine:

Disease Specific Ritual Components.

"Mindfire! A wicked disease, spread by ill contact with terrible things from... beyond. It is said that nature's tears can cleanse it... but only the purest of waters will do. I've heard of a spring, deep in the Still Forest, said to have such healing powers... you could seek it out yourself, or see if you can find the shifter trader that roams outside of town, who often sells vials of it to those in need..."

Basically, instead of using normal ritual components for the Cure Disease ritual, each disease would require a specific component unique to it. The more powerful the disease, the rarer the component. This could turn into a hunt to acquire such a thing, making a disease a quest in and of itself... or it could simply mean the PCs need to find the right contact or merchant who can sell them what they need.

The key is, even if the PCs can easily acquire the component, they have to actually expend the effort to do so - returning to town, seeking someone out, etc. When they are out in the wild, they will have to deal with the disease normally or figure out a nearby place to find the component they need. A smart group might go and acquire some of these components for common diseases before they go adventuring - but unlike generic components, these purchases can't be turned to other uses, and so it becomes costly to stock up on a lot of them. So you might end up having the entire party getting diseased, and only have the resources to magically cure half of them.

I like it mainly because I think it both removes how trivial a disease is to remove, while also adding a level of flavor that I think will make each disease stand out as more memorable. Not a perfect solution, but it might work for some.
 

A random thought occured to me while reading this. To get more milage out of disease tracks and Cure Disease, simply change the ritual to read:

The skill check of the ritual can replace the afflicted characters Endurance check for the day.

Characters would still need to progress off the disease chart and would suffer the ill effects for at least one adventuring day.

...

Anyway... could be off on that :)
 


All the other 'costs' are effectively dealt with via healing surges and once you're low on those just take an Extended Rest.

It gets even worse as you go up in level.

I took the loss of a healing surge to mean that that surge could not be regained with an extended rest. Thus, in my experience above, the paladin had 4 different diseases all of which took away a surge (he managed to contract 4 out of the 6 that did this out of 12 different diseases) so he started each day there after down 4 surges. It was fairly significant for him as he is the only defender and gets damaged a lot so he burns through surges faster than anyone else.

In the end disease, imo, is much improved over pervious editions. It does not, nor was it intended too imo, men death for a PC but is something that must be dealt with successfully. A little bit of effort on the DMs part can make this into a fun side quest finding cures or (in my case) the right person to do the healing (without a ritual I might add).
 


Disease Source

So, I understand the concerns of this thread. But regarding disease is there a source for some of these crazy diseases and the stats on how to use them?

I am familiar with brain flukes and mummy rot but surely there are more out there to inflict players with!
 

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