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RPGA Living Forgotten R.. Official Ruling Needed: How are diseases resolved?
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4 years ago  ::  Feb 04, 2009 - 9:25PM #21
JohnLynch
Date Joined: Mar 26, 2008
Posts: 2,962

Keithric wrote:

In truth, part of me would prefer if diseases for LFR were triggered every short rest but were automatically cured at the end of the module.


I think that's a fair compromise for LFR. It means that the disease has an effect within the mod (where I honestly think it should have a result) without either negating the gold reward (especially potent at lower levels) or hindering your character for future mods.

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4 years ago  ::  Feb 05, 2009 - 8:48AM #22
sehmerus
Date Joined: Aug 11, 2006
Posts: 239

Alphastream1 wrote:

Diseases are tough. They just aren't a suitable mechanic for a living game.

In a home campaign, they properly play out and become a true story for your PC.

In a living campaign, the disease will almost always fail to have an impact on that mod. Thus, while the disease is part of the difficulty/challenge/XP of the monster issuing it, it does nothing for that mod's difficulty/challenge.

Instead, you end up with an end of mod effect you may truly hate (even making you unplayable for the next mod, or at least much poorer) or one that just ate up time when you rolled all those dice.

I would rather see that you do not track diseases at all in LFR.

But, for now, I'll run with the rules we have, which is to resolve at the end of the mod. Those are the rules.


The disease progression should be played out at the table. Assume several extended rests happen, until the disease is cured naturally, until it reaches its final state, or until it is cured with a ritual or power. If it reaches final effect, those effects remain until the disease is cured, even between adventures.
PCs may purchase a cure disease ritual for 180gp (20% above cost) or have another PC cast it at cost. The PCs may share the cost.

Shawn
LFR Global Admin


my interpritation of this to means that if by the end of the adventure your unable to cure the disease your have to keep track of it's effects for your next module. and continue the curing process of this for the next module as well.

Honestly If we dont keep track of diseases they should be banned from mods. there is no threat if there is no long term consequence and 90% of Disease is the threat of long term consequence, so to take away the consequence makes them worthless as a game mechanic (within our living campaigns)

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4 years ago  ::  Feb 05, 2009 - 11:43AM #23
SYB
  • Conversation Stopper
Date Joined: May 19, 2004
Posts: 1,561

sehmerus wrote:

my interpritation of this to means that if by the end of the adventure your unable to cure the disease your have to keep track of it's effects for your next module. and continue the curing process of this for the next module as well.

Honestly If we dont keep track of diseases they should be banned from mods. there is no threat if there is no long term consequence and 90% of Disease is the threat of long term consequence, so to take away the consequence makes them worthless as a game mechanic (within our living campaigns)


So, track it, then. Any honest player will track it. Any dishonest player will "forget" to track it. It is no different than rewards. I could "conveniently lose" my "Attention of Dark Powers" reward. I won't, because I am an honest player. It comes down to trusting players. And, if you aren't willing to trust, then nothing you can implement will solve the problem, because if someone is willing to cheat, then just about any form of documentation can be gotten around.

-SYB

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4 years ago  ::  Feb 06, 2009 - 5:58AM #24
JohnLynch
Date Joined: Mar 26, 2008
Posts: 2,962

sehmerus wrote:

Honestly If we dont keep track of diseases they should be banned from mods.


I think tweaking them so in LFR they require saves on short rests as opposed to extended rests would be a fair trade. You get the effects of the disease without the paperwork hassle.

SYB wrote:

So, track it, then. Any honest player will track it. Any dishonest player will "forget" to track it.


And honest players will forget to track it. Because it has little to no short-term effects, it isn't going to be something people will normally remember. IMO the problem isn't the dishonest player, but the honest player who genuinely forgets. I can see how that would lead to disgruntlement and animosity among other players.

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4 years ago  ::  Feb 06, 2009 - 8:18AM #25
SYB
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Date Joined: May 19, 2004
Posts: 1,561

JohnLynch wrote:

And honest players will forget to track it. Because it has little to no short-term effects, it isn't going to be something people will normally remember. IMO the problem isn't the dishonest player, but the honest player who genuinely forgets. I can see how that would lead to disgruntlement and animosity among other players.


Funny. In my experience, when an honest player forgets something like that, they are given a light ribbing, a gentle reminder, and there are no hard feelings. Generally, the honest player feels worse about it than other players at the table. And, generally, the honest player will go out of his way to fix the mistake or to not make the mistake next time (like writing DISEASE on the top of his character sheet).

It is the dishonest player who I have seen lead to disgruntlement and animosity almost every time.

-SYB

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4 years ago  ::  Feb 06, 2009 - 5:05PM #26
Keith53
Date Joined: Aug 21, 2007
Posts: 1,282
The answer Shawn gave back in November is still the official answer on how LFR handles resolution of diseases. Mr Tulach has not forgotten the need to document the procedure and is getting closer to doing an update to the LFR Adventure template. It will be included with that update.

The process does not take long, a few rolls of dice usually pushes the PC towards either cured or final stage.

Keith
Keith Hoffman
LFR Writing Director for Waterdeep
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3 years ago  ::  Nov 24, 2009 - 3:31PM #27
AZ_ST
Date Joined: Jun 13, 2008
Posts: 14
Was how to handle disease ever updated anywhere? CCG? LFR writing guidelines? another post? Thanks.
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3 years ago  ::  Nov 25, 2009 - 5:21AM #28
Herrbard
Date Joined: Jul 29, 2003
Posts: 147
Here is the boilerplate from the most current mod I can find:

Diseases: Diseases take hold of a character and last until they are cured or they reach their final state. Normally, a PC makes an Endurance check after each extended rest to see if the disease improves, worsens, or maintains its current condition. At the end of the adventure, any character suffering from a disease must resolve the disease to either its cure or final state, using the necessary number of extended rests to do so. Other characters adventuring with the PC may decide to aid the afflicted character during this time. If a disease reaches its final state and the PC can get a Cure Disease ritual cast (and pay the appropriate costs), they may do so.

So, resolve it at the end of the mod seems to be the standing ruling. I'm not sure if there is anything else you were looking for.
Herrbard
a.k.a. Dan Erbacher
Old, bald and tired.
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3 years ago  ::  Nov 25, 2009 - 5:40AM #29
Bigfluffylemon
Date Joined: Nov 10, 2003
Posts: 719

Nov 25, 2009 -- 5:21AM, Herrbard wrote:

Here is the boilerplate from the most current mod I can find:

Diseases: Diseases take hold of a character and last until they are cured or they reach their final state. Normally, a PC makes an Endurance check after each extended rest to see if the disease improves, worsens, or maintains its current condition. At the end of the adventure, any character suffering from a disease must resolve the disease to either its cure or final state, using the necessary number of extended rests to do so. Other characters adventuring with the PC may decide to aid the afflicted character during this time. If a disease reaches its final state and the PC can get a Cure Disease ritual cast (and pay the appropriate costs), they may do so.

So, resolve it at the end of the mod seems to be the standing ruling. I'm not sure if there is anything else you were looking for.




Most people I know think you can 'take 10' on your check, making it trivial. If not, there are often PCs in the party with heal - likewise if you allow 'taking 10' on the heal check it also makes diseases trivial.

Is this allowed?

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3 years ago  ::  Nov 25, 2009 - 6:04AM #30
smerwin29
  • LFR Global Admin
Date Joined: Jun 18, 2003
Posts: 823

Nov 25, 2009 -- 5:40AM, Bigfluffylemon wrote:

Most people I know think you can 'take 10' on your check, making it trivial. If not, there are often PCs in the party with heal - likewise if you allow 'taking 10' on the heal check it also makes diseases trivial.

Is this allowed?




Not in my games.  Taking 10 is allowed for "mundane tasks."  In the description of Taking 10 in the PH, the wording is vague, but for me the implication is that trying to get rid of a disease is not a mundane task.  It has very real and potentially very dire in-game consequences.  This is not a campaign ruling, of course: just how I play it.

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