Difference between revisions of "Better Disease Implementation (3.5e Variant Rule)"

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=== Blinding Sickness ===
 
=== Blinding Sickness ===
  
'''Infection Type:''' Injested
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'''Infection Type:''' Ingested
  
 
'''Cycle:''' 8 hours.
 
'''Cycle:''' 8 hours.

Revision as of 14:14, 21 December 2011

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Author: Aarnott (talk)
Date Created: 22:34, 20 December 2011 (UTC)
Status: In progress :)
Editing: Clarity edits only please
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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.

We could get rid of diseases completely and probably have no major impact on the game. On the other hand, magical diseases that take effect immediately and advance quickly would be similar to a long lasting poison. Which, I think, is interesting enough to warrant some redesign.

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 first disease saving throw DC + the current stage the character is in. As they advance in the disease, it becomes harder to cure. 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.

As before diseases can be caused by Contact, Ingestion, Inhalation, or Injury.

Generally, the base save DC for a disease should be 10 + 1/2 the monster's CR + its highest ability modifier. If the disease is not the monster's main shtick, then use its second highest ability modifier instead.

Below are rewrites of SRD diseases.

Blinding Sickness

Infection Type: Ingested

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).

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 are treated as if they have partial concealment (20% miss chance) against your attacks.

Stage 3:

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.

You are permanently blinded. This can be magically cured with Remove Blindness/Deafness, but the disease must be completely cured first.

For this stage and the next one, if the characters do not have the means to cure the disease, the GM should effectively consider the character as "dead". The player should be given the option to retire the character and make a new one or the GM should provide a way for the character to have their vision restored.

Stage 4:

Your eyes liquefy, dripping out of the sockets as a white paste.

Your eyes are completely destroyed and only a Regenerate spell will be sufficient to restore your vision. The disease must be completely cured for the regeneration to have any effect.

Cackle Fever

Cascade Flu

Cerebral Parasites

Demon Fever

Devil Chills

Filth Fever

Infection Type: Contact (stage 4), Injury (from a monster carrier such as a Dire Rat)

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, skill checks, and ability checks. Your maximum hitpoints are reduced by a further 2 points 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

Mummy Rot

Red Ache

Shakes

Slimy Doom


Back to Main Page3.5e HomebrewVariant Rules

AuthorAarnott +
Identifier3.5e Variant Rule +
Rated BySurgo +, Eiji-kun +, Wildmage +, Sulacu +, LenKagetsu +, ThunderGod Cid + and Ghostwheel +
RatingRated 3.7 / 4 +
TitleBetter Disease Implementation +