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Keith Baker on using 4E disease rules to simulate injuries
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<blockquote data-quote="jelmore" data-source="post: 4403268" data-attributes="member: 56412"><p><a href="http://gloomforge.livejournal.com/11215.html?thread=187087#t187087" target="_blank">http://gloomforge.livejournal.com/11215.html?thread=187087#t187087</a></p><p></p><p>The example given is off-the-cuff and the numbers may be off, but Keith talks about using the disease rules to simulate the effects of a broken arm, for some NPCs in an adventure.</p><p></p><p>-----</p><p><strong>Broken Arm</strong></p><p>Level 12 disease</p><p>Special: Cannot be cured by the Cure Disease ritual</p><p><strong>Endurance</strong> improve DC 28, Maintain DC 18</p><p>1. The victim is cured.</p><p>2. <strong>Initial Effect</strong> The target can make no use of the injured arm. This will prevent the use of a two-handed weapon or both weapon and shield. The character suffers a -1 penalty on Acrobatics, Athletics, and Thievery checks. </p><p>3. The infected break becomes painful. Increase the skill penalty to -2. The victim cannot use the arm.</p><p>4. Gangrene begins to set in. The victim cannot use the arm; increase the skill penalty to -4. The victim loses one healing surge that cannot be regained until he is cured; each subsequent failure causes an additional loss. If the victim begins the day with no healing surges, he dies.</p></blockquote><p></p>
[QUOTE="jelmore, post: 4403268, member: 56412"] [URL]http://gloomforge.livejournal.com/11215.html?thread=187087#t187087[/URL] The example given is off-the-cuff and the numbers may be off, but Keith talks about using the disease rules to simulate the effects of a broken arm, for some NPCs in an adventure. ----- [B]Broken Arm[/B] Level 12 disease Special: Cannot be cured by the Cure Disease ritual [B]Endurance[/B] improve DC 28, Maintain DC 18 1. The victim is cured. 2. [B]Initial Effect[/B] The target can make no use of the injured arm. This will prevent the use of a two-handed weapon or both weapon and shield. The character suffers a -1 penalty on Acrobatics, Athletics, and Thievery checks. 3. The infected break becomes painful. Increase the skill penalty to -2. The victim cannot use the arm. 4. Gangrene begins to set in. The victim cannot use the arm; increase the skill penalty to -4. The victim loses one healing surge that cannot be regained until he is cured; each subsequent failure causes an additional loss. If the victim begins the day with no healing surges, he dies. [/QUOTE]
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Keith Baker on using 4E disease rules to simulate injuries
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