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"Fear of Monsters" back into 4th Edition
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7210512" data-attributes="member: 82106"><p><strong>1st/2nd Edition:</strong></p><p><strong></strong>Meh, Cure Disease is a level 3 spell, and you'd hardly encounter a Mummy much below the 5th character level, so unless there's a serious dearth of clerics in your vicinity the rot is going to be a one day thing. </p><p></p><p><strong>3rd Edition:</strong></p><p>Clearly someone realized the utter triviality of AD&D Mummy Rot and gave it an immediate tactical significance. Mostly this forces clerics to actually carry Cure Disease with them, but then they made it so you could swap out spell levels for cures, so that really isn't a big deal after all! lol. </p><p></p><p><strong>4th Edition:</strong></p><p><strong></strong>4e diseases are a nice idea, but surviving them is pretty trivial given the way the Heal skill gives good bonuses to disease checks, and then there's STILL the Cure Disease ritual. Overall its probably more of a plot device than anything. </p><p></p><p><strong>5th Edition:</strong></p><p>This is a bit deadlier than the 4e version, you can't get out of it without a ritual, but again Clerics can swap slots and I believe CD is a ritual, so there's really no probably having access to it at the levels where you'd encounter mummies. </p><p></p><p></p><p></p><p>I think that 4e diseases are a bit anemic. They CAN work, but you have to basically inflict diseases that are a good bit higher level than the PCs before they become truly threatening in most cases. The problem being that inflicting a 4e Mummy on lower level 4e PCs probably isn't TOO fun. Still, your basic Mummy Guardian is a level 8 Brute, so you could certainly toss one in against level 3 PCs as a special sort of encounter (with perhaps some zombies reskinned as lesser mummies for some extra fun). Hard to hit, but not stupid hard, and I never really thought of that as a terrible problem if the setup is right. The level 8 disease will then be kinda nasty with its DC20/24. Most characters WILL die in 2 days, so getting access to the cure should be pretty interesting. Naturally it is in the possession of some very persnickety elves...</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7210512, member: 82106"] [B]1st/2nd Edition: [/B]Meh, Cure Disease is a level 3 spell, and you'd hardly encounter a Mummy much below the 5th character level, so unless there's a serious dearth of clerics in your vicinity the rot is going to be a one day thing. [B]3rd Edition:[/B] Clearly someone realized the utter triviality of AD&D Mummy Rot and gave it an immediate tactical significance. Mostly this forces clerics to actually carry Cure Disease with them, but then they made it so you could swap out spell levels for cures, so that really isn't a big deal after all! lol. [B]4th Edition: [/B]4e diseases are a nice idea, but surviving them is pretty trivial given the way the Heal skill gives good bonuses to disease checks, and then there's STILL the Cure Disease ritual. Overall its probably more of a plot device than anything. [B]5th Edition:[/B] This is a bit deadlier than the 4e version, you can't get out of it without a ritual, but again Clerics can swap slots and I believe CD is a ritual, so there's really no probably having access to it at the levels where you'd encounter mummies. I think that 4e diseases are a bit anemic. They CAN work, but you have to basically inflict diseases that are a good bit higher level than the PCs before they become truly threatening in most cases. The problem being that inflicting a 4e Mummy on lower level 4e PCs probably isn't TOO fun. Still, your basic Mummy Guardian is a level 8 Brute, so you could certainly toss one in against level 3 PCs as a special sort of encounter (with perhaps some zombies reskinned as lesser mummies for some extra fun). Hard to hit, but not stupid hard, and I never really thought of that as a terrible problem if the setup is right. The level 8 disease will then be kinda nasty with its DC20/24. Most characters WILL die in 2 days, so getting access to the cure should be pretty interesting. Naturally it is in the possession of some very persnickety elves... [/QUOTE]
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