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General Tabletop Discussion
*Pathfinder & Starfinder
End of the [Fantasy] World: Pestilence
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<blockquote data-quote="Ruin Explorer" data-source="post: 6308230" data-attributes="member: 18"><p>Cure Disease, even assuming a relatively small number of people able to cast it (how many and who depends on the edition and so many other factors), would be extremely effective in preventing most RL contagious diseases from getting very far, as long as it was used aggressively. Given how extreme many medieval reactions were to disease, it's pretty likely it would be used aggressively, too (i.e. with patrols looking for people to cure, etc.). You could stop a lot of outrbreaks before they started by curing often just a handful of people (quarantine the rest, cure if needed).</p><p></p><p>Cure/Remove Disease would also be very useful in that it would prevent disease from destroying the Command/Control structures of a nation - people who NEED to live could be simply cured, rather than having to flee, or y'know, just dying! There would be a tension where a powerful person might force his friends/relatives to be cured before other important people, but still, with normal diseases, one likely has time (magical diseases... maybe not).</p><p></p><p>Scrying spells would be huge too - any kind of magical ability to detect disease, or ability to locate people or the like could make a huge difference.</p><p></p><p>The problem is, whilst real-world-style diseases would likely be less prevalent in D&D-ish world, there is an infinity of magical diseases which one could encounter, and those could be some extreme and aggressive and tricky that even though Cure Disease should probably cure them (it's really really lazy/weak design to have diseases and poisons which can't be cured by the respective spells, imo), they could still be massive problems, because they could do things like infect people silently and without symptom, then make everyone infected symptomatic on the same day - i.e. they could be "smart" in the way RL diseases cannot.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 6308230, member: 18"] Cure Disease, even assuming a relatively small number of people able to cast it (how many and who depends on the edition and so many other factors), would be extremely effective in preventing most RL contagious diseases from getting very far, as long as it was used aggressively. Given how extreme many medieval reactions were to disease, it's pretty likely it would be used aggressively, too (i.e. with patrols looking for people to cure, etc.). You could stop a lot of outrbreaks before they started by curing often just a handful of people (quarantine the rest, cure if needed). Cure/Remove Disease would also be very useful in that it would prevent disease from destroying the Command/Control structures of a nation - people who NEED to live could be simply cured, rather than having to flee, or y'know, just dying! There would be a tension where a powerful person might force his friends/relatives to be cured before other important people, but still, with normal diseases, one likely has time (magical diseases... maybe not). Scrying spells would be huge too - any kind of magical ability to detect disease, or ability to locate people or the like could make a huge difference. The problem is, whilst real-world-style diseases would likely be less prevalent in D&D-ish world, there is an infinity of magical diseases which one could encounter, and those could be some extreme and aggressive and tricky that even though Cure Disease should probably cure them (it's really really lazy/weak design to have diseases and poisons which can't be cured by the respective spells, imo), they could still be massive problems, because they could do things like infect people silently and without symptom, then make everyone infected symptomatic on the same day - i.e. they could be "smart" in the way RL diseases cannot. [/QUOTE]
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End of the [Fantasy] World: Pestilence
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