| Post/Author/DateTime | Post |
|---|---|
| #1DralenanDec 11, 2009 23:52:31 | One way to make diseases in the game more interesting is to incorporate transmission into the disease themselves. This should be done carefully, however. I have, for my games, come up with a system of diseases that provides additional risk for characters, without disrupting the game. In this variant, I have added two catagories to diseases, transmission and contagion. These refer to how the disease is spread, and how easily is can be spread between characters. Transmission is based on four types. [Post HTML edited to work with custom CSS] |
| #2lady_ishtarDec 12, 2009 7:32:41 | The system looks fine, as long as your players like it. Mechanically I don't see any problems with it, ohter than possibly making Cure Disease ritual mandatory. |
| #3monstroDec 14, 2009 17:37:12 | I use the 4e system for diseases to cover curses (remove curse is used instead of remove disease and an arcane or religion roll is necessary to facilitate a heal). It's worked wonders for my game. The old castle on the hill that the villagers claim is cursed...really is. I also have a disease that levels up along with the party called "Crippling injury." Whenever a character is reduced to 0 hit points, the characters get a crippling injury instead of just waiting for someone to perform a heal check. The problem is easilly fixed, but the dynamic is handy in keeping the players trying to stay above 0 hit points. |
| #4kieferzDec 15, 2009 13:51:39 | I've used diseases for domination, poison, and the effects of torture. Domination: After being dominated by a villain with a ritual while helpless, a character had to make Insight checks every day (instead of Endurance) in order to shake it off. Had he progressed to the final stage, the domination would have been permanent and required a Break Enchantment-style ritual to remove. Poison: I've never liked the "ongoing 5 poison damage (save ends)" way of doing poison; it takes effect too quickly and wears off too easily for me to see it as realistic. So, I use the disease track, generally removing healing surges and/or hit points on an hourly or daily basis and imposing penalties to attack, movement speed, defense, etc., or conditions like daze or stun in later stages. The final stage generally isn't lethal, but carries with it some nasty penalty that requires long-term care and a Remove Affliction ritual to cure. Torture: This one was a bit debatable; essentially, the subject of torture had to make both an Endurance and Insight check each session (to represent both physical and mental stresses) or become more and more willing to cooperate; at first it's a case of talking too much, but progresses to outright revealing sensitive information, to Stockholm Syndrome, to finally being "turned." |