Difference between revisions of "Better Disease Implementation (3.5e Variant Rule)"
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Diseases now come in '''stages'''. When a character is hit by an attack that causes disease (or exposed to some disease-producing effect), they must make a Fortitude save or else immediately enter Stage 1 of the disease. Multiple failed saves do not advance the character further in the disease progression. Each disease has different effects described for each of its stages and the effects are cumulative between stages. | Diseases now come in '''stages'''. When a character is hit by an attack that causes disease (or exposed to some disease-producing effect), they must make a Fortitude save or else immediately enter Stage 1 of the disease. Multiple failed saves do not advance the character further in the disease progression. Each disease has different effects described for each of its stages and the effects are cumulative between stages. | ||
− | Diseases also have a '''cycle''', which is how often the character must make a new Fortitude save to see if they improve or advance further with the disease. These Fortitude saves are taken at the | + | Diseases also have a '''cycle''', which is how often the character must make a new Fortitude save to see if they improve or advance further with the disease. These Fortitude saves are taken at the initial disease saving throw DC. A success means the disease does not advance for that cycle. A success by 5 or more means that it improves by 1 Stage. A failure means that the disease advances 1 stage. Bed rest reduces the DC by 2 and a [[SRD:Heal|heal]] check can be substituted for the saving throw in the case of long-term care. |
Like the original rules, diseases can be caused by Contact, Ingestion, Inhalation, or Injury. Any disease can be caused by injury if it is carried by a monster, but otherwise, the listed infection type is the only way the disease can spread. | Like the original rules, diseases can be caused by Contact, Ingestion, Inhalation, or Injury. Any disease can be caused by injury if it is carried by a monster, but otherwise, the listed infection type is the only way the disease can spread. | ||
− | Generally, the base save DC for a disease should be | + | Generally, the base save DC for a disease should be 7 + 1/2 the monster's CR + its Constitution modifier. If the creature does not have a Constitution score, use its Charisma modifier instead. |
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Contents
Better Disease Implementation
Introduction
The standard D&D rules are pretty terrible when it comes to diseases. There are very few cases when it actually matters to the PCs and even then, the progression isn't really all that deadly. In a world where wizards are moving from one location to another in an instant and creating matter out of nothing, it would seem logical enough that common diseases aren't really a problem for the superheroes that are called adventurers. And that is already the case.
The problem is, we could get rid of diseases completely and probably have no major impact on the game. As it is right now, diseases are just a fancy form of poison that take effect sometime later when they aren't likely to be relevant, which is kinda lame. Cackle fever doesn't even make you cackle and blinding sickness doesn't always blind you. This rewrite puts diseases into different stages that become increasingly worse. It also attempts to make diseases a bit more relevant for the creatures employing them.
Rule Mechanics
Diseases now come in stages. When a character is hit by an attack that causes disease (or exposed to some disease-producing effect), they must make a Fortitude save or else immediately enter Stage 1 of the disease. Multiple failed saves do not advance the character further in the disease progression. Each disease has different effects described for each of its stages and the effects are cumulative between stages.
Diseases also have a cycle, which is how often the character must make a new Fortitude save to see if they improve or advance further with the disease. These Fortitude saves are taken at the initial disease saving throw DC. A success means the disease does not advance for that cycle. A success by 5 or more means that it improves by 1 Stage. A failure means that the disease advances 1 stage. Bed rest reduces the DC by 2 and a heal check can be substituted for the saving throw in the case of long-term care.
Like the original rules, diseases can be caused by Contact, Ingestion, Inhalation, or Injury. Any disease can be caused by injury if it is carried by a monster, but otherwise, the listed infection type is the only way the disease can spread.
Generally, the base save DC for a disease should be 7 + 1/2 the monster's CR + its Constitution modifier. If the creature does not have a Constitution score, use its Charisma modifier instead.
Disease | Infection Type | Cycle | SRD monsters carrying this disease | Homebrew monsters carrying this disease |
---|---|---|---|---|
Blinding sickness | Ingested | 8 hours | — | TODO |
Cackle fever | Inhaled | 4 hours | — | TODO |
Cascade Flu | Injury | TODO | — | TODO |
Cerebral Parasites | Contact | TODO | — | TODO |
Demon fever | Injury | TODO | Night Hag | TODO |
Devil chills | Injury | TODO | Pit Fiend | TODO |
Filth fever | Contact (Stage 4) | 1 day | Dire Rat, Otyugh | Dire Rat |
Mindfire | Inhaled | 1 day | — | TODO |
Mummy rot | Contact | 1 round / 1 day | Mummy | TODO |
Red ache | Injury (Stage 3 & 4) | 1 day | — | TODO |
Slimy doom | Injury | 1 hour | — | Green Slime |
Below are rewrites of SRD diseases.
Blinding Sickness
Blinding Sickness | Ingested, 8 hour cycle | |||||||||||||||||||
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Within a day, many people exposed to this disease have their eyes dissolve and drip out of the sockets. | ||||||||||||||||||||
You are cured. | ⇐ | You are dazzled. | ⇔ | You take a -1 penalty to attack rolls, search checks, and spot checks and a 20% miss chance against opponents that are farther than 60 ft. away. | ⇔ | Opponents that move more than 30 ft. in a turn gain partial concealment (20% miss chance) against you. | ⇔ | Your vision radius is reduced to 100 ft. |
Infection Type: Ingested (actively contagious during stage 1)
Cycle: 8 hours.
Stage 1:
Your eyes develop a white mucus film over them, which drips like a runny nose and covers them almost immediately after being wiped off. They are constantly sore and you find it difficult to focus your vision.
You are always considered dazzled (-1 to attack rolls, search checks, and spot checks).
Blinding Sickness can actively spread through the mucus if the mucus is ingested. Although this seems unlikely, the mucus is extremely resilient and can infect even in the smallest quantities, so a drop diluted in a water supply is likely to infect several people. Similarly, food handled by an infected individual, even with washed hands, will also likely expose anyone that eats the food to the disease.
Stage 2:
Your pupils contract, your irises disappear, and your eyes appear to be almost completely white now. The mucus film hardens frequently making your vision extremely poor.
You take an additional -1 to attack rolls, search checks, and spot checks. Opponents beyond 60 ft. (or 120 ft. if you have darkvision or low-light vision) are treated as if they have partial concealment (20% miss chance) against your attacks.
Stage 3:
The film of mucus constantly hardens into a solid crust, far too quickly for you to even remove it, which is excruciating when you even try. You have trouble tracking things that are moving quickly.
Whenever a creature has moved more than 30 ft. on its last turn, it gains partial concealment against your attacks.
Stage 4:
Everything looks so shadowy and indistinguishable. The white film cracks off and your pupil disappears. Your eyes now are solid white in color, with a bloody red ring around the edges.
Your vision radius is reduced to 100 ft. (or 200 ft. if you normally had darkvision or low-light vision). Everything you see has lost most of its color as if you were in the dark.
Cackle Fever
Cackle Fever | Inhaled, 4 hour cycle | |||||||||||||||||||
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You get a horrible fever and go crazy. Eventually you laugh yourself to death. | ||||||||||||||||||||
You are cured. | ⇐ | You take a -4 penalty to Concentration checks. You also take a -2 penalty to AC. | ⇔ | Save vs. Hideous Laughter every 1d6 rounds in combat. | ⇔ | Save vs. confusion every 1d6 rounds in combat. | ⇒ | You die. |
Infection Type: Inhaled (actively contagious during stage 3).
Cycle: 4 hours.
Stage 1:
You develop a mild fever and find it difficult to concentrate. You giggle without reason occasionally.
You take a -4 penalty to Concentration checks. You also take a -2 penalty to AC.
Stage 2:
Your fever becomes more severe and you start bursting into uncontrolled bouts of laughter, especially when under stress.
When you are in a stressful situation (a situation you would be unable to take 10 on a skill check normally, such as combat), you must make a Will Save at the DC of the disease every 1d6 rounds (at the start of combat, make an initial roll to resolve when your first saving throw should be rolled). If you fail, you are affected by Hideous Laughter for one round.
Stage 3:
Your fever is dangerously severe and you lose control of your actions when under stress. You frequently shriek out in laughter, making communication much more difficult.
You take a -4 penalty to all social skills (Bluff, Diplomacy, etc.).
When you are in a stressful situation, you must make a Will Save at the DC of the disease every 1d6 rounds. If you fail, you are confused for one round, treating the caster as the nearest enemy creature or ally if there is no enemy.
During this stage, the disease is exposed to anyone in a 5ft. radius of you. They must make a single saving throw every 4 hours they are exposed or become infected.
Stage 4:
Your fever increases and you begin laughing as loudly as you can. You keep laughing so hard that you are unable to breathe and you die from either the fever or asphyxiation.
You die.
Cascade Flu
Cerebral Parasites
Demon Fever
Devil Chills
Filth Fever
Filth Fever | Contact, 1 day cycle | |||||||||||||||||||
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Your body develops pus pockets, which become necrotic tissue, eventually killing you. | ||||||||||||||||||||
You are cured. | ⇐ | You take a -4 penalty to attack rolls and DCs of your abilities. Your max hp is reduced by 3. | ⇔ | You take a -2 penalty to your AC, saving throws, skill checks, and ability checks. Your max hp is reduced by 1 per HD. | ⇔ | Your max hp is reduced by 2 per HD. | ⇔ | You lose a random limb. | ⇒ | You die. |
Infection Type: Contact (stage 4)
Cycle: 1 day.
Stage 1:
You develop an infectious pus pocket on your skin, which is extremely painful. You break out into a mild fever.
You take a -2 penalty to attack rolls and DCs of your abilities until the disease is cured. In addition, your maximum hitpoints are reduced by 3 (this is not damage, but may reduce your current hitpoints).
Stage 2:
The infection has spread rashes all over your body and your skin is fragile, tearing easily. Your fever becomes quite severe, accompanied by strong migraines.
You take a -2 penalty to your AC, saving throws other than against this disease, skill checks, and ability checks. Your maximum hitpoints are reduced by a further 1 point per HD you have.
Stage 3:
The white boils found at the site where the infection began have turned to necrotic tissue. The pus pockets burst occasionally, leaving a slimy residue all over your body.
Your maximum hitpoints are reduced by a further 2 points per HD you have.
The disease is actively contagious during this stage. Any creature that tends to you or is in close proximity for more than 10 minutes must make a saving throw or contract Stage 1 of the disease themselves. If they make a successful saving throw, they do not need to roll another against contracting it for 1d4 hours.
Stage 4:
On entering this stage, you lose a random limb to the necrotic tissues. A leg reduces your base speed by 10 ft. An arm has the expected effect of forcing you to lose one of your weapon/shield slots (for lack of a better term).
Stage 5:
You die.
Mindfire
Mindfire | Inhaled, 1 day cycle | |||||||||||||||||||
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Your brain feels like it is on fire and eventually melts. | ||||||||||||||||||||
You are cured. | ⇐ | You take a -2 penalty to all int-based skill checks. You don't gain +2 to hit when flanking. You cannot make attacks of opportunity. | ⇔ | You take a -2 penalty to your AC and saving throws. | ⇔ | You take damage and might become nauseated whenever you take more than a standard action. | ⇒ | You die. |
Infection Type: Inhaled (actively contagious during stage 2 and 3).
Cycle: 1 day.
Stage 1:
A somewhat weird sensation: your brain feels hot. You have a lot of trouble thinking clearly and you have trouble thinking in tactical terms.
You take a -2 penalty to all int-based skill checks. You also do not gain the +2 bonus to hit when flanking and you cannot make attacks of opportunity.
Stage 2:
Your brain feels like it is burning. Your movements become more predictable because you cannot think clearly enough to be more careful with them.
You take a -2 penalty to your AC and saving throws other than against this disease.
During this stage, the disease is exposed to anyone in a 5ft. radius of you. They must make a single saving throw every day they are exposed or become infected.
Stage 3:
Red hot veins bulge around your forehead. You sweat profusely and are wracked with pain.
Each round that you take more than a standard action, you take 1 damage per 2 HD you have and you must make a Fortitude save at the disease DC or else become nauseated on your next turn.
During this stage, the disease is exposed to anyone in a 5ft. radius of you. They must make a single saving throw every day they are exposed or become infected.
Stage 4:
Your brain melts into goo inside your skull.
You die.
Mummy Rot
Mummy Rot | Injury, 1 round/1 day cycle | |||||||||||||||||||
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You have been struck with the Pharaoh's Curse! If you don't stop it soon, you will become one of his slaves. | ||||||||||||||||||||
You are cured. | ⇐ | You are fatigued. | ⇔ | Every time your disease cycles you take 1d6 damage per 4 CR of the mummy. | ⇔ | You gain light fortification. Your max hp is redced by 1 per HD you have. | ⇔ | Every time your disease cycles you become entangled. | ⇒ | You become a Sand Slave. |
Special: Mummy rot is a unique magical disease in that an afflicted creature cannot improve when they roll a successful saving throw against the disease. It just doesn't become worse. Once the afflicted creature has a Break Enchantment or Remove Curse spell cast on them, they can heal from the disease normally.
Infection Type: Injury from a Mummy.
Cycle: 1 round when the mummy is within 60 ft., 1 day otherwise.
Stage 1:
You become extremely dehydrated and you are sweating sand from your pores.
You are fatigued. If you were already fatigued, you become exhausted.
Stage 2:
Your body starts having wounds appear on it that bleed for a few moments and then become black like rotted flesh.
Every time your disease cycles (including when you enter this stage), you take 1d6 damage for every 4 CR the mummy that cursed you was. This damage happens regardless of whether you successfully saved against the disease.
Stage 3:
Pieces of of your body begin rotting and turning into a gritty substance like sand.
You gain light fortification (25% chance to ignore critical hits and sneak attacks). Your maximum hp is redced by 1 per HD you have.
Stage 4:
Scarab beetles crawl in and out of the wounds in your body, threading black ropes through your insides. The ropes draw your muscles together like a puppet and you must put all of your strength into moving against it.
Every time your disease cycles you become entangled, which can be broken as a move action with a Strength check DC 12 + 1/2 the mummy's CR.
Stage 5:
Your transformation into a slave for the mummy is complete. You become composed of sand, bound with black ropes in the shape of your former self. You now live to serve the mummy that cursed you.
You become a Sand Slave.
Red Ache
Red Ache | Injury, 1 day cycle | |||||||||||||||||||
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Your body becomes so hot, it expels fire, eventually consuming you in the flame. | ||||||||||||||||||||
You are cured. | ⇐ | When you wear clothing, you take a -3 penalty to AC and Reflex saves. | ⇔ | Any held or worn item you carry takes 1 fire damage per round. | ⇔ | You are under the effects of Symbol of Pain, cannot sleep, and deal fire damage to everything nearby. | ⇔ | No new effects. | ⇒ | You die. |
Infection Type: Injury (Stage 3 & 4).
Cycle: 1 day.
Stage 1:
Your skin is covered in a horrible red rash. It is painful to the touch and you aren't nearly as capable of moving around in clothing.
If you are wearing a significant amount of clothing (ie. armor), you take a -3 penalty to AC and Reflex saves.
Stage 2:
Your skin becomes hot. Really hot. Like a small fire. Somehow, your insides are not nearly as affected, although they are certainly not in great shape either.
Any held or worn item you carry takes 1 fire damage per round.
Stage 3 & 4:
Your skin is now actually on fire. It hurts as if you were in a fire, but it doesn't seem to be damaging you. It's as if you are being burned alive, but you aren't dying.
You are treated as if you are in the radius of a Symbol of Pain. That is, you take a -4 penalty to attack rolls, skills, and ability checks.
You cannot sleep (or enter a trance), so you will likely become Exhausted if you don't improve.
You deal 1 fire damage to everything within 5 feet of you, which can be dangerous inside buildings. Any creature damaged by the fire is also exposed to the disease (but only needs to save once per day from exposure from you).
Note that Stage 4 presents no new effects, but is there so that you don't immediately die failing a save at stage 3.
Stage 5:
Your body is consumed by the flame and disintegrates into ash.
You die.
Slimy Doom
Slimy Doom | Injury, 1 day cycle | |||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
You begin turning into jelly, eventually becoming a Green Slime. | ||||||||||||||||||||
You are cured. | ⇐ | You cannot move faster than half your speed otherwise you might trip. | ⇔ | You have trouble holding things and also take a -4 penalty to damage rolls and suffer a 20% spell failure on spells with somatic components. | ⇔ | Your move speed becomes 0 and you have trouble standing. | ⇔ | You cannot speak or eat. | ⇒ | You become a Green Slime. |
Infection Type: Injury from a Green Slime.
Cycle: 1 hour.
Stage 1:
Your legs become wobbly like jelly. You find yourself tripping if you don't move carefully.
If you move more than half your speed in a round, you must make a balance check with a DC equal to the disease DC + 5 or else fall prone.
Stage 2:
Your arms become wobbly now too. Holding onto things becomes much more difficult and you just can't put the same finesse or power into your attacks.
Whenever you hit an opponent with a melee attack, make a ranged attack roll, or otherwise use an item that causes an impact, you must make a Reflex save at the disease DC or drop the weapon or item you are using.
You take a -4 penalty to damage rolls and suffer a 20% spell failure on spells with somatic components.
Stage 3:
Your legs become completely bendy and gelatinous, making it impossible to walk.
You can no longer use your legs to move; your land speed becomes 0. Whenever you are hit by an attack you must make a balance check with a DC equal to the disease DC + 5 or else fall prone.
Stage 4:
Your throat is constantly filled with jelly and you can barely breathe, let alone talk.
You cannot speak or eat.
Stage 5:
The jelly that has been replacing the inside of your body bursts out of you.
You become a Green Slime and mindlessly begin hunting for living creatures to spread the Slimy Doom disease to.
Updated/New Spells
The following spells are either rewrites of existing spells, or new spells, which are designed to work with this disease rule system.
Necromancy [Evil] | |
Level: | Blackguard 2, Cleric 2, Destruction 2, Druid 2, Sorcerer/Wizard 3 |
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Components: | V, S |
Casting time: | 1 standard action |
Range: | Touch |
Target: | Living creature touched |
Duration: | Instantaneous |
Saving Throw: | Fortitude negates |
Spell Resistance: | Yes |
The subject of this spell has all of their diseases advanced by 1 stage immediately.
Necromancy [Evil] | |
Level: | Blackguard 3, Cleric 3, Destruction 3, Druid 3, Sorcerer/Wizard 4 |
---|---|
Components: | V, S |
Casting time: | 1 standard action |
Range: | Touch |
Target: | Living creature touched |
Duration: | Instantaneous |
Saving Throw: | Fortitude negates |
Spell Resistance: | Yes |
The subject contracts stage 1 of a disease selected from the following list: blinding sickness, cackle fever, filth fever, mindfire, red ache, shakes, or slimy doom.
Conjuration (Healing) | |
Level: | Cleric 3, Druid 3, Ranger 2 |
---|---|
Components: | V, S |
Casting time: | 1 standard action |
Range: | Touch |
Target: | Creature touched |
Duration: | Instantaneous |
Saving Throw: | Fortitude negates (harmless) |
Spell Resistance: | Yes (harmless) |
All of the diseases the subject is suffering from are improved by 1 stage. If this would bring the disease to "stage 0" it is cured.
Conjuration (Healing) | |
Level: | Cleric 4, Druid 4, Ranger 3 |
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Components: | V, S |
Casting time: | 1 standard action |
Range: | Touch |
Target: | Creature touched |
Duration: | Instantaneous |
Saving Throw: | Fortitude negates (harmless) |
Spell Resistance: | Yes (harmless) |
Same effect as before (note the increased spell level).
Conjuration (Healing) | |
Level: | Cleric 2, Druid 2, Ranger 1 |
---|---|
Components: | V, S |
Casting time: | 1 standard action |
Range: | Touch |
Target: | Creature touched |
Duration: | See text |
Saving Throw: | Fortitude negates (harmless) |
Spell Resistance: | Yes (harmless) |
The recipient of this spell automatically passes the next saving throw they make against each disease they have. They still roll the saving throw to see if their condition improves; the condition just cannot become worse from that roll.
Back to Main Page → 3.5e Homebrew → Variant Rules
Author | Aarnott + |
Component | V + and S + |
Descriptor | Evil + |
Identifier | 3.5e Variant Rule + |
Level | Blackguard 2 +, Cleric 2 +, Destruction 2 +, Druid 2 +, Sorcerer/Wizard 3 +, Blackguard 3 +, Cleric 3 +, Destruction 3 +, Druid 3 +, Sorcerer/Wizard 4 +, Ranger 2 +, Cleric 4 +, Druid 4 +, Ranger 3 + and Ranger 1 + |
Range | Touch + |
Rated By | Surgo +, Eiji-kun +, Wildmage +, Sulacu +, LenKagetsu +, ThunderGod Cid + and Ghostwheel + |
Rating | Rated 3.7 / 4 + |
School | Necromancy + and Conjuration + |
Subschool | Healing + |
Title | Better Disease Implementation + |