My players don't fear Poison/disease. What do you think of magic versions?

Vahktang

First Post
The players get bit, stung, etc. They have a decent heal check (10+) and no longer fear secondary poison effects.
They don't fear diseases at all.
I don't remember the last time someone memorized neutralize poison, let alone slow poison.
So I was thinking magical poisons/diseases.
Some creatrures have them (Up the CR a little) and you need magical curing to get rid of them.

Alternatly, a curse thrown at them could manifest as a disease and no curing gets rid of it, only a remove curse.

What think you all?
 

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Poison and (non-magical) diseases are usually low-level issues. The only time my PCs fear poison is when they are making a LOT of saves (each) and the fight looks like it won't be over quickly. For diseases, they're afraid of Mummy Rot, but that's about it.

And IMHO, that's okay. Now they have bigger things to fear. :]

Cheers, -- N
 

Vahktang said:
The players get bit, stung, etc. They have a decent heal check (10+) and no longer fear secondary poison effects.
They don't fear diseases at all.
I don't remember the last time someone memorized neutralize poison, let alone slow poison.
So I was thinking magical poisons/diseases.
Some creatrures have them (Up the CR a little) and you need magical curing to get rid of them.

Alternatly, a curse thrown at them could manifest as a disease and no curing gets rid of it, only a remove curse.

What think you all?

Why is their lack of concern important to you?
 

It's not a bad thing for players to be able to laugh off some threats. Thats often part of the fun of a character. If poison/disease are easily overcome by this group thats fine if they have weaknesses in other areas.
 

JustinA said:
Why is their lack of concern important to you?

It probably just doesn't feel right to him.

However, if the PCs are constantly getting sick, can you imagine the havoc that's being wrought in towns and cities when the experts and commoners (with lower Fort save bonuses in general) die in droves?

Brad
 

cignus_pfaccari said:
However, if the PCs are constantly getting sick, can you imagine the havoc that's being wrought in towns and cities when the experts and commoners (with lower Fort save bonuses in general) die in droves?

That depends on how contagious and/or deadly the disease is.

For example, you could create that can only be caught by being bitten by a particular creature then give the disease both a higher-than-average DC and then give the disease SR. (and note that Heal checks are ineffective)

Similarly, there is no reason that venom from supernatural creatures couldn't also have an SR value. In fact, it wouldn't be terribly out-of-line to rule that the poison has the same SR as the creature that created it.
 


I run a low-magic game, and you're right- poison and disease is no big deal with high Fort saves and a decent Heal skill. So what I did was to make resisting a disease or poison a Con check, with the DC for the poison or disease lowered by 1/3rd the stated level. PCs do fear disease and poison greatly now, because even a high-level character can be poisoned or diseased with a failed Con check- something you NEVER see in RAW D&D.
 

A heal check cannot stop the initial disease incubation. That first save happen when the attack occurs. If that was failed, the character takes the stat damage after the incubation period is over.. heal checks then get used for the 2nd day of infection and afterwards.

Mummy rot is contact based. Those attempting to treat it have already exposed themselves.
 

I switched poison saving throws from Fort negates to Fort half and, let me tell you, the PCs had plenty of respect for poison after that!
 

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