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Do disease differently!
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<blockquote data-quote="Sunseeker" data-source="post: 5924523"><p>I like the recurring saves against disease concept. Obviously tougher diseases would have higher save DCs. </p><p></p><p>The weakest of diseases IRL are usually 24-hour bugs, so I'd have to agree that overcoming weak ones with a good night's rest is a fair deal.</p><p></p><p>Dunno how I feel about saves being disadvantaged, I suppose it would depend on how available a "cure disease" type spell was. If something like that is just a day's down the road so your cleric can recharge or you can get to town, that's fine. But going whole adventures disadvantaged can get really boring, especially in systems where a -2 makes a big difference to a roll.</p><p></p><p>I don't want groups to say "we sit around in town for 5 days while John makes saves against Pneumonia." </p><p></p><p>I'd like to see some heal-checks for creating on-the-fly herbal remedies included. Most modern medicines are synthesized from real plants, in a magical world, I'd imagine there's probably some moss and some pond scum or a magic leach that will help. I just don't want groups to decide it's more effecient for the whole group to twiddle their thumbs than carry on.</p><p></p><p></p><p>I would like to note, diseases shouldn't stack. Though realistically if you get several diseases at once, it can be debilitating, but short of magical diseases, how often do heroic adventurers get waylaid because they are sick?</p><p></p><p>Just track that you have them, and then once you've saved against one, go on to saving against the next.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 5924523"] I like the recurring saves against disease concept. Obviously tougher diseases would have higher save DCs. The weakest of diseases IRL are usually 24-hour bugs, so I'd have to agree that overcoming weak ones with a good night's rest is a fair deal. Dunno how I feel about saves being disadvantaged, I suppose it would depend on how available a "cure disease" type spell was. If something like that is just a day's down the road so your cleric can recharge or you can get to town, that's fine. But going whole adventures disadvantaged can get really boring, especially in systems where a -2 makes a big difference to a roll. I don't want groups to say "we sit around in town for 5 days while John makes saves against Pneumonia." I'd like to see some heal-checks for creating on-the-fly herbal remedies included. Most modern medicines are synthesized from real plants, in a magical world, I'd imagine there's probably some moss and some pond scum or a magic leach that will help. I just don't want groups to decide it's more effecient for the whole group to twiddle their thumbs than carry on. I would like to note, diseases shouldn't stack. Though realistically if you get several diseases at once, it can be debilitating, but short of magical diseases, how often do heroic adventurers get waylaid because they are sick? Just track that you have them, and then once you've saved against one, go on to saving against the next. [/QUOTE]
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Do disease differently!
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