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Making Diseases in D&D More Fun! 

Icarus Games
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I've always hated that when I've tried to introduce disease and affliction mechanics into my D&D campaigns they've never gotten the traction I was hoping for, so I sat down to think about the causes for that and come up with a better solution.
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00:00 Intro
03:31 Stage 1
04:17 Stage 2
04:49 Stage 3
06:26 Stage 4
07:54 Stage 5 & 6

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2 июл 2024

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Комментарии : 11   
@mchisolm0
@mchisolm0 11 дней назад
I really like that players still get to choose. Thanks, Anto!
@IcarusGames
@IcarusGames 11 дней назад
Absolutely! I wanted a reason for the *players* to roll the dice and risk further stages and more drama even if it meant potentially negative stuff for their characters down the road, but at least they are getting something positive and interesting *now*.
@andrewwahba5006
@andrewwahba5006 11 дней назад
I'm running an ancient egyptian-themed game and i have been looking for a similar solution to the classic tomb curses and mummy diseases. Theres a cleric on the party so obviously everything gets cured either same day or the next morning. I guess i never considered treating them like pf2e mutagens! This is a good idea!
@helix3955
@helix3955 11 дней назад
Very interesting idea! I like that it rewards the players initially
@Phleanix
@Phleanix 11 дней назад
Superb! I love your content, Anto!
@breakerpressgames
@breakerpressgames 3 дня назад
I like the ideas here, but six stages sounds like a lot. I'd cut it to 3 or 4. The one thing that you could have done instead, or in tandem, would be to ensure the quest had an urgent time limit. If the whole town will mutate if they don't complete the quest in 2 days, then they don't have time to screw around curing themselves.
@MrFinchx
@MrFinchx 11 дней назад
Oh my God! Rip
@IcarusGames
@IcarusGames 11 дней назад
George was also infected. . .
@MrFinchx
@MrFinchx 11 дней назад
@@IcarusGames yeah you said 😅
@MrFinchx
@MrFinchx 11 дней назад
I would have deffo try to get rid asap
@bobturpin7611
@bobturpin7611 10 дней назад
For me, I use a different method of curing disease... I do not like that these can be cured with a simple spell. It may well do... but in RL you need to know what you are curing... The cleric or paladin needs to identify the disease first, then use the minor variant (spell is the same but now is focusing on a single issue) which focuses the healing of that disease. I think of it that the lesser restoration in this is similar to that of a panacea. If may still cure the disease, but has a 5% chance of working (if the disease is not id'd).... Instead they need to identify the disease, considering that i do not tell them what it is, just what the symptoms are. Once the disease is identified then the restoration spell is 'adjusted' to cure the disease. giving a 95% chance of curing, and potentially still a chance for relapse.... (yes i'm evil) I also sometimes for the rarer diseases require supplements (herbal or magical) to assist, meaning the curing is delayed further if these are required, and need to be obtained. I also do the same for poisons, considering that you typically need the antivenom. I do like the ideas of the elements of this, making disease seem benign, but gradually get worse, so i will be taking this and adding it to my version...mwahahaha
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