I was reading through the "Caves of Chaos" (haven't been able to playtest it yet) and I noticed that the rats carry a disease (I believe that feature is called pestilence). Then I say the effect: 1d6.
That puzzled me.
"Pestilence" causes an immediate 1d6 with no lingering effects? I hope that diseases in D&D are more than just 1 one-time xd6 effect, and instead, affect the PCs in different ways.
For example (and this is just a quick brainstorm):
Minor Disease
Make a saving throw. If you fail, you are disadvantaged until you take a long rest or are healed with a "cure disease" ritual. Your saving throws are not disadvantaged.
Moderate Disease
Make a saving throw. If you fail, you are disadvantaged until you succeed on another saving throw after a long rest or are healed with a "cure disease" ritual. Your saving throws are disadvantaged.
Major Disease
Make a saving throw. If you fail, you are disadvantaged and take "x points" of HP/day (or maybe an HD of healing, or maybe even a point of CON). At the beginning of each morning, make a saving throw (your saves are disadvantaged), if successful, you are still disease but are no longer taking daily damage. At the beginning of the next day, make another saving throw. If you succeed, you are no longer diseased.
I know, I know... a PC could go days being diseased, which means days being disadvantaged - but it's a disease! lol, it should mean something more than an extra 1d6.
That puzzled me.
"Pestilence" causes an immediate 1d6 with no lingering effects? I hope that diseases in D&D are more than just 1 one-time xd6 effect, and instead, affect the PCs in different ways.
For example (and this is just a quick brainstorm):
Minor Disease
Make a saving throw. If you fail, you are disadvantaged until you take a long rest or are healed with a "cure disease" ritual. Your saving throws are not disadvantaged.
Moderate Disease
Make a saving throw. If you fail, you are disadvantaged until you succeed on another saving throw after a long rest or are healed with a "cure disease" ritual. Your saving throws are disadvantaged.
Major Disease
Make a saving throw. If you fail, you are disadvantaged and take "x points" of HP/day (or maybe an HD of healing, or maybe even a point of CON). At the beginning of each morning, make a saving throw (your saves are disadvantaged), if successful, you are still disease but are no longer taking daily damage. At the beginning of the next day, make another saving throw. If you succeed, you are no longer diseased.
I know, I know... a PC could go days being diseased, which means days being disadvantaged - but it's a disease! lol, it should mean something more than an extra 1d6.
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