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 Post subject: Re: Poisons & Diseases
PostPosted: Wed Jul 27, 2011 2:42 pm 
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Chaos-Summoning Sorcerer

Joined: Mon Mar 14, 2011 5:28 am
Posts: 779
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.


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 Post subject: Re: Poisons & Diseases
PostPosted: Thu Aug 18, 2011 12:45 pm 
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Hard-Bitten Adventurer
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Joined: Mon Jun 13, 2011 9:35 pm
Posts: 133
Location: Travelling the Otherworld
(Takes off Hat in sympathy)
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.


Well given the recent release of the Cleric revision we are getting some feed back on this subject.
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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 spell work page is here https://docs.google.com/document/pub?id=1x_NmKhGbZLBukbWH78qR-38ebmMULEIbz1vt64YaILM


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