Poisons & Diseases
Moderators: DJ LaBoss, finarvyn, michaelcurtis, Harley Stroh
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- Chaos-Summoning Sorcerer
- Posts: 779
- Joined: Mon Mar 14, 2011 3:28 am
Re: Poisons & Diseases
That's why I don't think, in the end, it will need even a page. Maybe a small sidebar in the monster or trap section.
- Ducaster
- Hard-Bitten Adventurer
- Posts: 169
- Joined: Mon Jun 13, 2011 7:35 pm
- FLGS: Athena Games Norwich.
- Location: Travelling the Otherworld
Re: Poisons & Diseases
(Takes off Hat in sympathy)
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Well given the recent release of the Cleric revision we are getting some feed back on this subject.meinvt wrote:I have nothing against special diseases and poisons when they are adding to the story. Given that the early RPGs that DCC is somewhat modeled on had a poison mechanism where you made one saving throw (with modifier for poison's strength) and a failure was death, well, I thought this was pretty fair.
Lay-on-hands is not a solution for poison/disease. I assume there will be spells to that effect, and certainly their should be anti-venoms and cures the characters can go questing to find.
Really I'll I was trying to do was put a few more steps and time in the "save vs. death" chain so that players could actually undertaking trying to save a poison or diseased character.
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{Standard Disclaimer} If it was mentioned already and I missed it, please put this down to my advanced age and senility rather than discourtesy!
My DCC games work site is here http://www.dcc.aweninspired.com/?page_id=1869 Use my forum name here as the Password
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My DCC games work site is here http://www.dcc.aweninspired.com/?page_id=1869 Use my forum name here as the Password
Mutatis Mundi Game Cha sheet here http://www.dcc.aweninspired.com/wp-cont ... 3.4.18.pdf