Better Disease Implementation (3.5e Variant Rule)

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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.

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.

Filth Fever

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.



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 +