Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
The King's Rangers! (Reprised)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="SHARK" data-source="post: 182039" data-attributes="member: 1131"><p>Greetings!</p><p></p><p>Yes, Mmadsen, well, in my campaign, I don't use Raise Dead, Resurrection, or Reincarnate Spells. I have developed a system of Fate Points, which different characters start the game with a set amount, and may possibly gain more throughout their career of valour and courageous deeds. Along the way, they can lose such Fate Points for various failed saving throws, or crushing blows, for example. Using a Fate Point allows the character to escape such instant and horrible death. The exact form of that "salvation" from death or horrible maiming is creatively...ahem...remains a divine mystery.</p><p></p><p>Thus, in the example in the story above, the Vallorean King had used his last Fate Point.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Through the timely ministry of the loyal Druids, and through much fervent prayer, the valiant King was able to rally from his wounds and recover! The wounds that the King suffered were thus beyond the ability of normal healing to address. Had the King not had a remaining Fate Point, then he would have died flat out on the battlefield. He never would have made it to the command tent. As such, the use of the Fate Point allowed him the strength to survive the savage wounds in combat, enough to survive the ordeal. The boon of the Fate Point, however, was only partially realised at the moment. The rest of its benefit was realised spread out over the recovery time of the King's convalescence. In this stage of weakness, for example, because it was solely due to the divine grace of the fate point, at that point in time, because he was on "divine time" so to speak, "mundane" healing spells were irrelevant. Once he recovered to a point of enduring strength, healing spells would then help him. However, during this process, the Druids are not aware of such "meta-game stuff." They only know that the King was greviously wounded, they attempted every healing skill and spell they could command, with minimal results. Thus, they remain in devout prayer. Once the King has recovered sufficiently from the savage wounds, he is now capable of benefitting from such magic, however, he now has "zero" Fate Points. This means that if he was to be attacked in the night with a killing blow, he would be dead for good. Or if he was to contract a serious enough disease that resisted a Cure Disease Spell, then the disease or the affliction would kill the Vallorean King as well. Severe Colds, the Flu, Pnuemonia, and other diseases and viruses all have resistance factors that allow them a resistance against the gamut of healing spells that Clerics, Druids, Paladins, and so on have. If the disease fails its resistance, then the spell works as normal, as the Player's Handbook description dictates. If the disease succeeds in its resistance roll, then the particular healing spell fails, and the disease or virus takes its natural, destructive course--whatever that course and effect might be.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>In my campaign, I provide all diseases and viruses, and so on, with "levels." They match up a saving throw against the spell level of the healing spell, a roll is made, and the results are compared for the final outcome.</p><p></p><p>For example:</p><p></p><p>10+spell lvl+caster's spell bonus=Heal DC. </p><p></p><p>Disease Strength is ="Character Level" of the appropriate strain of disease. Let's say it's a common strain of the Flu. That would be a 5th Level Wizard. Check the Will Bonus for a 5th level Wizard, and that's the modifier to the D20 roll to resist the Heal DC.</p><p></p><p>Does that make sense?<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Let's say a 10th level Cleric casts the 4th level spell, Cure Disease. Thus, the Heal DC is 10+4+(+2 Wisdom bonus)=16. a Heal DC of 16.</p><p></p><p>The standard flu, let's say, is a 5th level Wizard. Will Bonus is +4; plus let's add a potency factor of +2 for a "wizard's CHA bonus" for a total of +6.</p><p></p><p>Disease Roll is roll D20+6 to beat the Heal DC of 16. If the disease get's 15 or less, it is dispelled/healed as normal. If the disease beats the Heal DC, then the spell has no effect, and the target suffers whatever the disease has in store for them.</p><p></p><p>How's that sound?<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I thought of developing this because I don't like the idea of Clerics and such just automatically healing everything in sight, you know? I suppose I'm wierd. I love high fantasy, but I also like the grittiness and oppression of the real-world Dark Ages to be an ever-present, if somewhat survivable reality, even for glorious heroes who have gold armor and +5 Holy Avenger Greatswords. This way, diseases still have an impact upon the game, and on the campaign world as a whole.</p><p></p><p>I can still have a 20th level Black Plague, with a +24 Potency bonus, sweep across the whole land!<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Semper Fidelis,</p><p></p><p>SHARK</p></blockquote><p></p>
[QUOTE="SHARK, post: 182039, member: 1131"] Greetings! Yes, Mmadsen, well, in my campaign, I don't use Raise Dead, Resurrection, or Reincarnate Spells. I have developed a system of Fate Points, which different characters start the game with a set amount, and may possibly gain more throughout their career of valour and courageous deeds. Along the way, they can lose such Fate Points for various failed saving throws, or crushing blows, for example. Using a Fate Point allows the character to escape such instant and horrible death. The exact form of that "salvation" from death or horrible maiming is creatively...ahem...remains a divine mystery. Thus, in the example in the story above, the Vallorean King had used his last Fate Point.:) Through the timely ministry of the loyal Druids, and through much fervent prayer, the valiant King was able to rally from his wounds and recover! The wounds that the King suffered were thus beyond the ability of normal healing to address. Had the King not had a remaining Fate Point, then he would have died flat out on the battlefield. He never would have made it to the command tent. As such, the use of the Fate Point allowed him the strength to survive the savage wounds in combat, enough to survive the ordeal. The boon of the Fate Point, however, was only partially realised at the moment. The rest of its benefit was realised spread out over the recovery time of the King's convalescence. In this stage of weakness, for example, because it was solely due to the divine grace of the fate point, at that point in time, because he was on "divine time" so to speak, "mundane" healing spells were irrelevant. Once he recovered to a point of enduring strength, healing spells would then help him. However, during this process, the Druids are not aware of such "meta-game stuff." They only know that the King was greviously wounded, they attempted every healing skill and spell they could command, with minimal results. Thus, they remain in devout prayer. Once the King has recovered sufficiently from the savage wounds, he is now capable of benefitting from such magic, however, he now has "zero" Fate Points. This means that if he was to be attacked in the night with a killing blow, he would be dead for good. Or if he was to contract a serious enough disease that resisted a Cure Disease Spell, then the disease or the affliction would kill the Vallorean King as well. Severe Colds, the Flu, Pnuemonia, and other diseases and viruses all have resistance factors that allow them a resistance against the gamut of healing spells that Clerics, Druids, Paladins, and so on have. If the disease fails its resistance, then the spell works as normal, as the Player's Handbook description dictates. If the disease succeeds in its resistance roll, then the particular healing spell fails, and the disease or virus takes its natural, destructive course--whatever that course and effect might be.:) In my campaign, I provide all diseases and viruses, and so on, with "levels." They match up a saving throw against the spell level of the healing spell, a roll is made, and the results are compared for the final outcome. For example: 10+spell lvl+caster's spell bonus=Heal DC. Disease Strength is ="Character Level" of the appropriate strain of disease. Let's say it's a common strain of the Flu. That would be a 5th Level Wizard. Check the Will Bonus for a 5th level Wizard, and that's the modifier to the D20 roll to resist the Heal DC. Does that make sense?:) Let's say a 10th level Cleric casts the 4th level spell, Cure Disease. Thus, the Heal DC is 10+4+(+2 Wisdom bonus)=16. a Heal DC of 16. The standard flu, let's say, is a 5th level Wizard. Will Bonus is +4; plus let's add a potency factor of +2 for a "wizard's CHA bonus" for a total of +6. Disease Roll is roll D20+6 to beat the Heal DC of 16. If the disease get's 15 or less, it is dispelled/healed as normal. If the disease beats the Heal DC, then the spell has no effect, and the target suffers whatever the disease has in store for them. How's that sound?:) I thought of developing this because I don't like the idea of Clerics and such just automatically healing everything in sight, you know? I suppose I'm wierd. I love high fantasy, but I also like the grittiness and oppression of the real-world Dark Ages to be an ever-present, if somewhat survivable reality, even for glorious heroes who have gold armor and +5 Holy Avenger Greatswords. This way, diseases still have an impact upon the game, and on the campaign world as a whole. I can still have a 20th level Black Plague, with a +24 Potency bonus, sweep across the whole land!:) Semper Fidelis, SHARK [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
The King's Rangers! (Reprised)
Top