Diseases trivial?


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No what you need is three or so equal level diseases, plus a rough and tumble elite disease, and a handful of minor sniffles in order to make a fully fleshed challenge.

..which actually will make things a bit interesting. As others have pointed out, on multiple diseases, there's a decent chance that you will miss one. And even if you can take 10 to eliminate all the equal level diseases and sniffles, you're probably going to leave the elite one there and not even notice until it's symptoms don't go away (ie - you're 2 failed rolls in at that point).
 

Taking 10 isn't stopped by an obvious consequence for failure. You may be thinking of the 3e rules for take 20, though.

You're not in an encounter, you're not being rushed (extended rest, remember), and it doesn't get much more mundane than extended health care.

Not that I don't think it works a lot better if you can't take 10, them's just the rules.

That's where we differ. While you might not be in a high stress situation, bizarre diseases aren't what I would consider to be routine.
 

What's your definition of "bizarre"? I mean, this is D&D we're talking about. Is Filth Fever somehow bizarre in a world where normal people breathe fire, can sleep in it without taking damage, and/or teleport.

I'm not sure it's bizarre in _our_ world.

But, okay, how about a heal check for the common cold? The flu? I mean, the flu is clearly too much to take 10 on, by those standards.

Okay, how about not Heal checks. Thievery, say - you're a locksmith by trade. Can you take 10 to open locks in the privacy of your shop with an extended period of time and quiet and your tools readily available? If so, how is Heal different? If not, why not?

Look, it's all well and good to acknowledge that the system perhaps _shouldn't_ let you take 10 there, but I find it truly bizarre to think that it's not very mundane to, say, give someone regular amounts of herbs, lots of fluids, and check their fever occasionally. Or maybe moms get the ability to take 10 as a racial feature. :) If the Heal check required, say, particularly special steps, were setup as a complex check like a trap or skill challenge, or if there were some kind of 'encounter' involved... say, it were a D&D meets House episode... then sure, absolutely not.
 

What's your definition of "bizarre"? I mean, this is D&D we're talking about. Is Filth Fever somehow bizarre in a world where normal people breathe fire, can sleep in it without taking damage, and/or teleport.

I'm not sure it's bizarre in _our_ world.

But, okay, how about a heal check for the common cold? The flu? I mean, the flu is clearly too much to take 10 on, by those standards.

Okay, how about not Heal checks. Thievery, say - you're a locksmith by trade. Can you take 10 to open locks in the privacy of your shop with an extended period of time and quiet and your tools readily available? If so, how is Heal different? If not, why not?

Look, it's all well and good to acknowledge that the system perhaps _shouldn't_ let you take 10 there, but I find it truly bizarre to think that it's not very mundane to, say, give someone regular amounts of herbs, lots of fluids, and check their fever occasionally. Or maybe moms get the ability to take 10 as a racial feature. :) If the Heal check required, say, particularly special steps, were setup as a complex check like a trap or skill challenge, or if there were some kind of 'encounter' involved... say, it were a D&D meets House episode... then sure, absolutely not.

Giving herbs is mundane. Knowing which herbs to give for a disease you probably have not seen before is not mundane. I am not sure why you are equating the amount of calories one must expand with how mundane the activity is. Digging a grave is hard but mundane. Calculus can be done in bed but is not mundane.
 

Dear cust serv,

A group of 5 with a cleric comes across dirty water, the fighter drinks it and gets contracted by Blinding Sickness.

The disease is lvl 9, the party is 9th level.. A cleric with 20 wisdom, trained in healing would have a base of +14, rolling a 1 would mean a 15, which means the person who is sick would never, ever get worse than he is.
If the cleric takes a 10 on the end of the extended rest he would automatically heal the fighter..

Do i miss something? Is a level 9 disease for a level 9 party or should the party be lower level?

Let's await answer..
 

What's your definition of "bizarre"? I mean, this is D&D we're talking about. Is Filth Fever somehow bizarre in a world where normal people breathe fire, can sleep in it without taking damage, and/or teleport.

I'm not sure it's bizarre in _our_ world.

But, okay, how about a heal check for the common cold? The flu? I mean, the flu is clearly too much to take 10 on, by those standards.

Okay, how about not Heal checks. Thievery, say - you're a locksmith by trade. Can you take 10 to open locks in the privacy of your shop with an extended period of time and quiet and your tools readily available? If so, how is Heal different? If not, why not?

Look, it's all well and good to acknowledge that the system perhaps _shouldn't_ let you take 10 there, but I find it truly bizarre to think that it's not very mundane to, say, give someone regular amounts of herbs, lots of fluids, and check their fever occasionally. Or maybe moms get the ability to take 10 as a racial feature. :) If the Heal check required, say, particularly special steps, were setup as a complex check like a trap or skill challenge, or if there were some kind of 'encounter' involved... say, it were a D&D meets House episode... then sure, absolutely not.

If the flu and "common cold" exist in the fantasy world, then they are mundane and trivial to the point of not sufficiently impacting a character's performance, to require even a mention in the material. If you want to go to the trouble of adding them, then I would say that they are mundane and that taking a 10 would be possible.

Does that lock the thief is trying to pick have a poison needle trap? That would make your comparison valid. Otherwise it isn't.
 

Giving herbs is mundane. Knowing which herbs to give for a disease you probably have not seen before is not mundane. I am not sure why you are equating the amount of calories one must expand with how mundane the activity is. Digging a grave is hard but mundane. Calculus can be done in bed but is not mundane.
Huh?! I don't get any of your examples. What's not mundane about identifying plants or calculus?!
 

Huh?! I don't get any of your examples. What's not mundane about identifying plants or calculus?!

While calculus is pretty mundane if you're trained in it, try giving a little Foxglove tea to someone with low blood pressure and see what happens. Identifying the plant isn't the only issue.
 

Filth sickness - inflicted by lvl 3 were rat. I assume then you'd be encountering this at level 1 ... where it is trivial with a healer in the party.

Mummy Rot from a mummy guardian - lvl 8 - you'd probably encounter this guys between lvl 4-8. DC 15 to stay stable. Healer +5 train, +3/4 Wis, +2 (min) for level this is assuming pretty average healer ability. You'll have a +10-11 which means you have to roll 1-4 to get worse.

Mummy rot from Mummy Lord - DC 17 to be stable - lvl 13 creature - possibly encounter him between 8-13. At the lowest level you'll be getting +12-13 to roll which means you still only need 1-4 to get worse.

If you bothered to make a character which was good at heal checks you'd make pretty much any of these diseases completely trivial effects. 20 Wis +5, +3 from skill focus, +5 training, +1/2 lvl. You'd only fail on a 1 if the DM insists 1 is always a fail. Not hard to do, you could probably even go 18 Wis and spend a feat to erase the fear of disease.

Mummy rot just isn't as scary as it use to be.
 

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