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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="Faolyn" data-source="post: 9705753" data-attributes="member: 6915329"><p>They've changed that in 5.24 then. In 5.14, disease was specifically listed in <em>lesser restoration. </em></p><p></p><p>[ATTACH=full]411513[/ATTACH]</p><p></p><p>And it doesn't appear that <em>any </em>version of the spell in 5.24 cures disease. </p><p></p><p>Anyway, assuming 5.14, it's not going to stop an existing plague, but it would do a huge amount to prevent one from starting. You notice someone with weird symptoms and cure them, they can't then spread the disease to others. </p><p></p><p>Plus, considering it's a world where you have people who have lived for hundreds of years, the state of medical knowledge should be higher in general. An healer who has had literally centuries to accumulate knowledge would have created an extensive library just of their own personal observations. Multiply that by the thousands of healers out there, plus various gods of healing (or their servitors) who may occasionally manifest, plus fantastic plants or creatures with healing properties. The real world had some truly amazing healers in Ye Olden Times. Give them actual magic and potentially centuries to practice, or at least the ability to learn from those who had centuries to practice, and a fantasy world is going to look <em>very </em>different from the real world. </p><p></p><p>Of course, you could go an the idea taken from real-world belief: maybe diseases <em>are </em>caused by demons. Maybe there are very few or no serious diseases that are caused by viruses or bacteria. </p><p></p><p></p><p>That's... not correct. In a narrative game, you look at the direct result and <em>then </em>determine the effect it has on the story. You don't just dismiss something because it doesn't make a good story; you look for ways to integrate it into the story.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9705753, member: 6915329"] They've changed that in 5.24 then. In 5.14, disease was specifically listed in [I]lesser restoration. [/I] [ATTACH type="full" size="794x480"]411513[/ATTACH] And it doesn't appear that [I]any [/I]version of the spell in 5.24 cures disease. Anyway, assuming 5.14, it's not going to stop an existing plague, but it would do a huge amount to prevent one from starting. You notice someone with weird symptoms and cure them, they can't then spread the disease to others. Plus, considering it's a world where you have people who have lived for hundreds of years, the state of medical knowledge should be higher in general. An healer who has had literally centuries to accumulate knowledge would have created an extensive library just of their own personal observations. Multiply that by the thousands of healers out there, plus various gods of healing (or their servitors) who may occasionally manifest, plus fantastic plants or creatures with healing properties. The real world had some truly amazing healers in Ye Olden Times. Give them actual magic and potentially centuries to practice, or at least the ability to learn from those who had centuries to practice, and a fantasy world is going to look [I]very [/I]different from the real world. Of course, you could go an the idea taken from real-world belief: maybe diseases [I]are [/I]caused by demons. Maybe there are very few or no serious diseases that are caused by viruses or bacteria. That's... not correct. In a narrative game, you look at the direct result and [I]then [/I]determine the effect it has on the story. You don't just dismiss something because it doesn't make a good story; you look for ways to integrate it into the story. [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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