Bonedagger said:Also...
I believe that it's important that you get the players to feel what their charaters are feeling. Describing smells, sounds, feelings...
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"It was a dark and stormy night. Suddenly, a fireball exploded."
Bonedagger said:Also...
I believe that it's important that you get the players to feel what their charaters are feeling. Describing smells, sounds, feelings...
![]()
hong said:
"It was a dark and stormy night. Suddenly, a fireball exploded."
Bonedagger said:
"....It happend down in the alley just around the building. The air is thick with the smell of ozon and the ground in front of you is scorched. A burned body lies slung op against the wall on the house in the opposite side of the street. The fireball was apparently not the first spell that had been shoot of tonight. (So it wasn't the doorbell that woke you up... Damn. You must be a deep sleeper) You hear a voice crying out in terror from the alley..."
Who will add more?
Umbran said:
Lots of people say this, but they usually don't check out the numbers before they do so. It isn't as true as you might think.
Let us consider the demographics given in the DMG, and a city of 25,000 or more people. By the DMG demographic, there will be 28 clerics capable of casting the third level spell Remove Disease. On average, probably half of those are not of the proper alignment or ethos or personal temperament to spend their 3rd level spells curing the populace.
So, following the basic pattern outlined in the DMG, I estimate the remaining clerics can cast the spell 44 times a day, total. In a city of 25,000 people, only 44 can be cured each day. In an influenza epidemic, where hundreds catch the disease each day, and may be dead in a week if they don't recieve help, the clerics aren't going to stop the problem. They can only cure 300 people a week. A real epidemic is beyond their control.
And, here's the clincher - Remove Disease speciifcally states that it doesn't stop the patient from becoming re-infected. So, in this epidemic laden city, if the cured don't leave, they're likely to need the cleric's services more than once!
So, what happens when the epidemic hits? There are 8,000 sick people, who may be dead in a week if not cured, and only 300 can be saved? You work out how grim and gritty this city becomes
So, while the availability of Remove Disease is great for an individual or adventurer on a normal workday, it won't stop the really bad problems. Especially in a world where the DM likes Darwinian evolution, and realizes that the ability to cure the diesease quickly favors highly virulent strains![]()
Oh, also, what else is going on while the nice clerics are curing and handling crowds they cannot serve? Well, the not so nice clerics are having a bit of an unchecked field day, now aren't they?![]()
Very nice Umbran. Check this out for another example. No way clerics could handle this one:
In October of 1347, several Italian merchant ships returned from a trip to the Black Sea, one of the key links in trade with China. When the ships docked in Sicily, many of those on board were already dying of plague. Within days the disease spread to the city and the surrounding countryside.
The disease [black plague] struck and killed people with terrible speed. The Italian writer Boccaccio said its victims often
"ate lunch with their friends and dinner with their ancestors in paradise."
By the following August, the plague had spread as far north as England, where people called it "The Black Death" because of the black spots it produced on the skin. A terrible killer was loose across Europe, and Medieval medicine had nothing to combat it.
In winter the disease seemed to disappear, but only because fleas--which were now helping to carry it from person to person--are dormant then. Each spring, the plague attacked again, killing new victims. After five years 25 million people were dead--one-third of Europe's people.