Home > Suggestions

Vaccine/Remove Disease

I was wondering if there is any way to protect someone from disease, like vaccines or something? If not, would this be possible at all? The thing is, it seems logical that after being cured of a disease, it would be more difficult to get that same disease again, at least within a short period of time. Perhaps, the remove disease spell could be changed to add an immunity for a period of time? I don't know, let me know what you think.

Creating something that would protect from a specific disease would be difficult, since we'd have to do a lot of custom coding. There are a number of items already in the game to give increased resistance to disease, and I wouldn't be opposed to seeing more. I am personally very opposed to immunity to disease items. From playing other places, I've found that increased resistance is generally a better thing to give than blanket immunity.

This is true of poisons, diseases, stat decreases, level decreases, damage types, etc.

Immunity in general sucks.

But... I think I could use a belt of immunity to poison/disease/knockdown/DMs/Councilmembers/n00bs, that would really add to my roleplay - I know it would. :wink:

I bet that's combs. ^

I agree with Thrawn that it would be nice to see increased saves, rather then blanket immunities. There are already players on the server that disease can't touch. Perhaps a general item or ring that could be purchased rather then stuff only being found on DM events. Something like +1 or 2 to saves against disease. "Rat tamers gloves" Or something on those lines.

If I'm right it wouldn't take that much coding. You have to find the script file for the spell Remove Disease, and add a saving through or immunity option for a certain duration. That way, when you cast or use Remove Disease, it also does this little extra effect of yours.

Adding an additional bonus to Remove Disease would definitely be doable.

That was pretty much what I was thinking, like adding an immunity to disease or an increased save to disease for a short duration after casting remove disease. Maybe like a turn per caster lvl, or less.

Alright, might get picked on for this but I disagree with a bonus after effect to cure disease that would protect you for a period of time, and this is why:

Cures, magics, etc, as I see them work a lot like what we have today. It's a one time shot. Kills whatever you got, everywhere in the body, good with the bad. If anything after you take broadspectrum antibiotics for something your chance of infection with something else actually increases for a short period of time after you finish the course. The spell names anyways are "cure disease" or "remove disease" and such, not "protection from disease".

The thing is, it seems logical that after being cured of a disease, it would be more difficult to get that same disease again, at least within a short period of time.

But don't forget that while the above works for viral illnesses, but the logic of it fails with regards to the bacterial infections someone may get, for a lot of reason, which I won't discuss.

But...Being exposed to disease over a period of time does strengthen the immune systems of most people, same with poisions, as represented by the already available feats of resist disease and resist poison. I say if your character is always getting diseases, choose to develop your character by taking the feat, perhaps down the road adding the greater fortitude and you have a good chance of beating something off with the proverbial stick.

With all the changes to the spells you remove too easily one of the things that I think adds so much atmosphere to this server, that of the nasty threat of disease. In all honesty, it is set in a nasty, dirty, confined, crap-crusted place. Disease I think should be prevalent and feared and faced on a daily basis.

See, I saw it as like a dose of vitiman C. Something that could be taken, or a blessing from a cleric that boosts ones immune system. Like resistence (cantrip), but specifically for disease.

As for the immunity thing after a disease has been removed, I suppose it would really depend on the disease. Chicken pox, for example would make perfect sense, while the common cold would not. I guess that would have something to do with viral vs. bacterial, but I doubt that would have any bearing in the game engine.

Lastly, as for the vaccines, I really like the idea of paying an enormus price to be vaccinated against a particular kind of disease (I don't know how many there are in nwn) but not for the whole. I don't think that everyone will rush out to get them and the disease problem will be solved because of this. Like in the case of small pox, the vaccine existed for a long time before people were vaccinated because of the price of the drug. Consequently, vaccines were only bought once outbreaks had already begun. I do, however, realize that immunities are lame, so I'm not married to this idea.

In the end I am not looking for ways to eliminate disease. In fact, I am looking for just the opposite. Make it more prevelant, so that people have to rely on methods to keep from getting sick. Maybe like adding a disease check on a daily basis for everyone to represent airborne illnesses so that people take their damned vitimans in the morning.

If I am beating a dead horse, let me know.

What does logic have to do with magic?

Seriously?

In PnP, there is a Protection from Disease spell. Its seperate from Remove Disease though. I don't see a lot of reason to not combine them of course, few clerics bother to memorize the spell anyway in the long run.

Make it remove on a diseased host or protect if the host is not diseased perhaps?

_Nightfire_ If I'm right it wouldn't take that much coding. You have to find the script file for the spell Remove Disease, and add a saving through or immunity option for a certain duration. That way, when you cast or use Remove Disease, it also does this little extra effect of yours.

Use the Clarity spell as an example?

It removes mind-affecting spell, and protects you from it for a specific duration.