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So how do you remove disease in 5E 2024?
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<blockquote data-quote="Willie the Duck" data-source="post: 9481546" data-attributes="member: 6799660"><p>I suspect what it means is that each type of disease that does exist in the game will spell out how it is removed (varying from trivial- to quest-level). Which, given (as others have pointed out) the number of times <em>cure disease/restoration spells/</em>paladin abilities have been excluded throughout the editions, has been the de facto situation already. </p><p></p><p>And I agree -- disease was codified in 1e AD&D and treated as a significant part of the play experience (and like level-up training or weapon vs. armor charts, individual mileage may have varied). Since then, the game has been very waffley about how much of a thing it is supposed to be*. Usually as a plot device (the plague town), and usually either untreatable with the mid-level abilities specifically given to deal with diseases, or spreading too fast to cure with X/day abilities. </p><p><em><span style="font-size: 10px">*outside of individual monsters inflicting it on hits, which as often as not required different treatment from the baseline anyways.</span></em></p><p></p><p>Diseases, like Curses or Geasa, are wonderful fantasy worldbuilding effects, but run into issues when gamified. If too easy to cure, they just become a resource cost. If too hard*, the eliminate** the 'cure the village just because you are good people' plot. It almost inevitably*** works best for the cure to be the source of following a plot hook (be that a supply of medicine, a secret rare herb, or rare components for a highly-specific <em>cure disease</em> spell/ritual). </p><p><em><span style="font-size: 10px">*say costing xp or major gp investment, etc.</span></em></p><p><em><span style="font-size: 10px">**or at least become a 'screw you, player, for making a character who cares about nameless townsfolk I just invented to give you this hard choice' moment. </span></em></p><p><em><span style="font-size: 10px">*** unless your players would immediately shout 'RAILROAD!' and rebel.</span></em></p><p></p><p>D&D kinda hamstrung itself early on by making all spells easy to cast using daily slots; with the only way to make them more costly being staggering expenses like costly components, caster laid up for extended periods, (in AD&D) aging the caster, (in 3e) xp cost, or the like.</p><p></p><p>Why? It's giving you free rein to do what you want, unburdened by what WotC is doing. None of the spells or class abilities you might have been thinking of using as cure options have been removed. The diseases you were going to create weren't present to begin with. You can do everything you intended to do, just without any <em>'instead of the existing disease list in the core rules, you might instead enjoy my...'</em> verbiage necessary.</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 9481546, member: 6799660"] I suspect what it means is that each type of disease that does exist in the game will spell out how it is removed (varying from trivial- to quest-level). Which, given (as others have pointed out) the number of times [I]cure disease/restoration spells/[/I]paladin abilities have been excluded throughout the editions, has been the de facto situation already. And I agree -- disease was codified in 1e AD&D and treated as a significant part of the play experience (and like level-up training or weapon vs. armor charts, individual mileage may have varied). Since then, the game has been very waffley about how much of a thing it is supposed to be*. Usually as a plot device (the plague town), and usually either untreatable with the mid-level abilities specifically given to deal with diseases, or spreading too fast to cure with X/day abilities. [I][SIZE=2]*outside of individual monsters inflicting it on hits, which as often as not required different treatment from the baseline anyways.[/SIZE][/I] Diseases, like Curses or Geasa, are wonderful fantasy worldbuilding effects, but run into issues when gamified. If too easy to cure, they just become a resource cost. If too hard*, the eliminate** the 'cure the village just because you are good people' plot. It almost inevitably*** works best for the cure to be the source of following a plot hook (be that a supply of medicine, a secret rare herb, or rare components for a highly-specific [I]cure disease[/I] spell/ritual). [I][SIZE=2]*say costing xp or major gp investment, etc. **or at least become a 'screw you, player, for making a character who cares about nameless townsfolk I just invented to give you this hard choice' moment. *** unless your players would immediately shout 'RAILROAD!' and rebel.[/SIZE][/I] D&D kinda hamstrung itself early on by making all spells easy to cast using daily slots; with the only way to make them more costly being staggering expenses like costly components, caster laid up for extended periods, (in AD&D) aging the caster, (in 3e) xp cost, or the like. Why? It's giving you free rein to do what you want, unburdened by what WotC is doing. None of the spells or class abilities you might have been thinking of using as cure options have been removed. The diseases you were going to create weren't present to begin with. You can do everything you intended to do, just without any [I]'instead of the existing disease list in the core rules, you might instead enjoy my...'[/I] verbiage necessary. [/QUOTE]
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So how do you remove disease in 5E 2024?
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