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Suffocation, Thirst, and Hunger as disease tracks
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<blockquote data-quote="cmbarona" data-source="post: 4549095" data-attributes="member: 71281"><p>The title says it all. I just thought these up, and I'm pretty sure the math is a little (or a lot) off, and the conditions inflicted are pretty similar to one another. Chances are, I also missed a few typos, so please nitpick. What do you think?</p><p> </p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"><strong>Suffocation, thirst, and hunger tracks:</strong> These tracks work similarly to diseases, with the following exceptions: </span></span></p><p></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Verdana'"><span style="font-size: 10px"><strong>Not Diseases: </strong>Heal checks do not help, and no effect that cures diseases will help.</span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Verdana'"><span style="font-size: 10px"><strong>Recurrence: </strong>This term is abbreviated as [R]. Each of these conditions has a [R] line that indicates the time without breathing, drinking, or eating, that measures how bad the condition is. All [R]s are cumulative until the condition is cured.</span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Verdana'"><span style="font-size: 10px"><strong>Attack:</strong> the condition makes one attack per [R].</span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Verdana'"><span style="font-size: 10px"><strong>Endurance:</strong> the target makes one endurance check per [R], and the [R] sets the DCs as indicated.</span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Verdana'"><span style="font-size: 10px"><strong>Curing:</strong> the target cannot improve past the Initial Effect without breathing, drinking, or eating. Doing any of these will improve the target’s state on the track by one per [R].</span></span></li> </ul><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"><strong>Suffocation</strong></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"><strong>[R]</strong> Once per round; Special: The DM may want to abbreviate this condition as 10[R] snapshots in non-combat situations (effectively calculating [R] once per minute).</span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"><strong>Attack </strong>+1[R] + 1/2 level vs. Fortitude.</span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"><strong>Endurance </strong>improve DC 10 + 1[R] + 1/2 level, maintain 5 +1[R] + 1/2 level, worsen 4 + 1[R] + 1/2 level</span></span> or lower</p><p> </p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px">The target can breathe normally.</span></span></p><p>← The target takes a -1 penalty to all attacks, defenses, checks, and saves.</p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px">↔ The target has a coughing and/or gasping fit and takes a -1 penalty to all attacks, defenses, checks, and saves, and a -10 penalty on stealth.</span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px">↔ <strong>Initial Effect</strong> The target takes a -2 penalty to all attacks, defenses, checks, and saves.</span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px">↔ The target cannot spend healing surges.</span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px">↔ The target takes ongoing damage each [R] equal to their level.</span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px">↔ The target takes ongoing damage each [R] equal to their level x 2.</span></span></p><p>↔ The target takes ongoing damage each [R] equal to their level x 5.</p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px">→ <strong>Final State </strong>The target dies.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"><strong>Thirst</strong></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"><strong>[R]</strong> Once per day</span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"><strong>Attack </strong>+10[R] + 1/2 level vs. Fortitude.</span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"><strong>Endurance </strong>improve DC 20 + 5[R] + 1/2 level, maintain 15 +5[R] + 1/2 level, worsen 14 + 5[R] + 1/2 level</span></span> or lower</p><p> </p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px">The target’s thirst is sated.</span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px">← Reduce the penalty to -1 and remove the weakened condition.</span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px">↔ <strong>Initial Effect</strong> The target takes a -2 penalty to all attacks, defenses, checks, and saving throws.</span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px">↔ Add the weakened, dazed, and slowed conditions.</span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px">↔ The target will occasionally hallucinate. The target cannot spend action points nor healing surges.</span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px">→ <strong>Final State </strong>The target dies.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"><strong>Hunger</strong></span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"><strong>[R]</strong> Once per week; Special: [R] begins at 1 after the first day without eating.</span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"><strong>Attack </strong>+10[R] + 1/2 level vs. Fortitude. Special: attacks are made once per day, not once per [R].</span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px"><strong>Endurance </strong>improve DC 20 + 5[R] + 1/2 level, maintain 15 +5[R] + 1/2 level, worsen 14 + 5[R] + 1/2 level</span></span> or lower</p><p> </p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px">The target is well-fed.</span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px">← <strong>Initial Effect</strong> The target takes a -1 penalty to all attacks, defenses, checks, and saving throws.</span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px">↔ Increase the penalty to -2 and add the weakened condition.</span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px">↔ Add the dazed and slowed conditions.</span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px">↔ The target cannot spend action points nor healing surges.</span></span></p><p><span style="font-family: 'Verdana'"><span style="font-size: 10px">→ <strong>Final State </strong>The target dies.</span></span></p></blockquote><p></p>
[QUOTE="cmbarona, post: 4549095, member: 71281"] The title says it all. I just thought these up, and I'm pretty sure the math is a little (or a lot) off, and the conditions inflicted are pretty similar to one another. Chances are, I also missed a few typos, so please nitpick. What do you think? [FONT=Verdana][SIZE=2][B]Suffocation, thirst, and hunger tracks:[/B] These tracks work similarly to diseases, with the following exceptions: [/SIZE][/FONT] [LIST] [*][FONT=Verdana][SIZE=2][B]Not Diseases: [/B]Heal checks do not help, and no effect that cures diseases will help.[/SIZE][/FONT] [*][FONT=Verdana][SIZE=2][B]Recurrence: [/B]This term is abbreviated as [R]. Each of these conditions has a [R] line that indicates the time without breathing, drinking, or eating, that measures how bad the condition is. All [R]s are cumulative until the condition is cured.[/SIZE][/FONT] [*][FONT=Verdana][SIZE=2][B]Attack:[/B] the condition makes one attack per [R].[/SIZE][/FONT] [*][FONT=Verdana][SIZE=2][B]Endurance:[/B] the target makes one endurance check per [R], and the [R] sets the DCs as indicated.[/SIZE][/FONT] [*][FONT=Verdana][SIZE=2][B]Curing:[/B] the target cannot improve past the Initial Effect without breathing, drinking, or eating. Doing any of these will improve the target’s state on the track by one per [R].[/SIZE][/FONT] [/LIST][FONT=Verdana][SIZE=2][B]Suffocation[/B][/SIZE][/FONT] [FONT=Verdana][SIZE=2][B][R][/B] Once per round; Special: The DM may want to abbreviate this condition as 10[R] snapshots in non-combat situations (effectively calculating [R] once per minute).[/SIZE][/FONT] [FONT=Verdana][SIZE=2][B]Attack [/B]+1[R] + 1/2 level vs. Fortitude.[/SIZE][/FONT] [FONT=Verdana][SIZE=2][B]Endurance [/B]improve DC 10 + 1[R] + 1/2 level, maintain 5 +1[R] + 1/2 level, worsen 4 + 1[R] + 1/2 level[/SIZE][/FONT] or lower [FONT=Verdana][SIZE=2]The target can breathe normally.[/SIZE][/FONT] ← The target takes a -1 penalty to all attacks, defenses, checks, and saves. [FONT=Verdana][SIZE=2]↔ The target has a coughing and/or gasping fit and takes a -1 penalty to all attacks, defenses, checks, and saves, and a -10 penalty on stealth.[/SIZE][/FONT] [FONT=Verdana][SIZE=2]↔ [B]Initial Effect[/B] The target takes a -2 penalty to all attacks, defenses, checks, and saves.[/SIZE][/FONT] [FONT=Verdana][SIZE=2]↔ The target cannot spend healing surges.[/SIZE][/FONT] [FONT=Verdana][SIZE=2]↔ The target takes ongoing damage each [R] equal to their level.[/SIZE][/FONT] [FONT=Verdana][SIZE=2]↔ The target takes ongoing damage each [R] equal to their level x 2.[/SIZE][/FONT] ↔ The target takes ongoing damage each [R] equal to their level x 5. [FONT=Verdana][SIZE=2]→ [B]Final State [/B]The target dies.[/SIZE][/FONT] [FONT=Verdana][SIZE=2][B]Thirst[/B][/SIZE][/FONT] [FONT=Verdana][SIZE=2][B][R][/B] Once per day[/SIZE][/FONT] [FONT=Verdana][SIZE=2][B]Attack [/B]+10[R] + 1/2 level vs. Fortitude.[/SIZE][/FONT] [FONT=Verdana][SIZE=2][B]Endurance [/B]improve DC 20 + 5[R] + 1/2 level, maintain 15 +5[R] + 1/2 level, worsen 14 + 5[R] + 1/2 level[/SIZE][/FONT] or lower [FONT=Verdana][SIZE=2]The target’s thirst is sated.[/SIZE][/FONT] [FONT=Verdana][SIZE=2]← Reduce the penalty to -1 and remove the weakened condition.[/SIZE][/FONT] [FONT=Verdana][SIZE=2]↔ [B]Initial Effect[/B] The target takes a -2 penalty to all attacks, defenses, checks, and saving throws.[/SIZE][/FONT] [FONT=Verdana][SIZE=2]↔ Add the weakened, dazed, and slowed conditions.[/SIZE][/FONT] [FONT=Verdana][SIZE=2]↔ The target will occasionally hallucinate. The target cannot spend action points nor healing surges.[/SIZE][/FONT] [FONT=Verdana][SIZE=2]→ [B]Final State [/B]The target dies.[/SIZE][/FONT] [FONT=Verdana][SIZE=2][B]Hunger[/B][/SIZE][/FONT] [FONT=Verdana][SIZE=2][B][R][/B] Once per week; Special: [R] begins at 1 after the first day without eating.[/SIZE][/FONT] [FONT=Verdana][SIZE=2][B]Attack [/B]+10[R] + 1/2 level vs. Fortitude. Special: attacks are made once per day, not once per [R].[/SIZE][/FONT] [FONT=Verdana][SIZE=2][B]Endurance [/B]improve DC 20 + 5[R] + 1/2 level, maintain 15 +5[R] + 1/2 level, worsen 14 + 5[R] + 1/2 level[/SIZE][/FONT] or lower [FONT=Verdana][SIZE=2]The target is well-fed.[/SIZE][/FONT] [FONT=Verdana][SIZE=2]← [B]Initial Effect[/B] The target takes a -1 penalty to all attacks, defenses, checks, and saving throws.[/SIZE][/FONT] [FONT=Verdana][SIZE=2]↔ Increase the penalty to -2 and add the weakened condition.[/SIZE][/FONT] [FONT=Verdana][SIZE=2]↔ Add the dazed and slowed conditions.[/SIZE][/FONT] [FONT=Verdana][SIZE=2]↔ The target cannot spend action points nor healing surges.[/SIZE][/FONT] [FONT=Verdana][SIZE=2]→ [B]Final State [/B]The target dies.[/SIZE][/FONT] [/QUOTE]
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Suffocation, Thirst, and Hunger as disease tracks
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