Make Diseases Curses and Cia. a Bigger Deal

Started by gravekeeper, February 15, 2014, 09:16:46 PM

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gravekeeper

Diseases are something awesome of EFU. Almost as awesome as mass summons are. Still, it's not really troublesome to clean them. It was suggested in the past, and I would like to bring it back from the grave:

Quote from: derflaro;196882I think it would be pretty cool if more diseases had more visible effects like the flies, glowing green, spreading, and so on, along with what is being suggested.

[COLOR="LemonChiffon"]Higher DCs and maybe even chances of failure with tonics and remove disease would be cool too, as poison/disease saves are probably amongst the easiest to pump.[/COLOR]

I have highlighted the last part because it's the issue we deal with here. We got plenty of sources to get rid of a disease. You don't need to stay diseased if you don't want to. Although you need to get through a save to be infected, you can clean it easily with any sort of tonic, health potion or NPC cleric (we have so many of them around).

Also:

Quote: i wish the disease spreading effect wasn't so noticeable and delayed so you couldn't tell who/what spread it to you.

The same goes for Bestow Curse. With the Withering, we at least got the XP penalty to make it less trivial to remove a curse. I suggest for it to be added some sort of trouble other than finding a cleric or paying an NPC to get yourself freed from it (maybe a save?).

The sort of atmosphere I am trying to bring is the following:

Quote from: Cluckyx;104103In efU there was at one point a plague.

It, was, fucking, amazing.

People hit in their homes, they wouldn't talk to anyone. People were making a fortune selling bogus cures on the streets. People became suspicious and panicky. huddling in their groups. It was an amazing experience.

 Of course a small group of people openly declared that they wouldn't log back in until the plague was gone because it was interrupting their cycle of questing, looting and resting.

I am all up for anything that will break up that cycle and create situations that people wioll be forced to react to and deal with.

Another thought would b e to have the diseases take longer. So instead of LOL UR STR WENT DOWN. Have ones that cause blindness if untreated for ages. Maybe paralysis. Some really scary diseases that are slow acting, but essentially change the way you play your character until you find your cure.

I want to see some sort of disease based around necrosis. So your con goes up, but your str, and dex drop like a rock.

I would like to necro this thread as well, which seems to bring up some nasty ideas (highlight for the the evil web stuff).

Some people have suggested to mechanically make possible to inflict curses on people at distance in the past and I have as well implemented it with DM support. It would be nice if we could inflict effects (good or bad) at distance if we got samples of someone's blood without having to always need to pester the DM team for it..

Damien

I'm against this. It's a great idea, full of flavour like your turn undead one for vermin but these are much more fitting as Dm reward. People still make spit of the moment characters to pg to 7 before getting bored and quitting so other were given such a powerful ability as stronger diseases all it would cause is some nonsensical trouble.


Take a page out of roses book with how she spreaded disease on her tiefling, tat is how it should be done tbh

Dredi

I would personally simply prefer making the "incubation" period of a disease invisable - the save too, so you dont know you are diseased until it actually begins to effect you.

gravekeeper

Hrm. I think I wasn't quite clear on my suggestion, it seems. I am not asking help into spreading a plague but on making it harder for diseases to be cured.

I am also bringing back some old suggestions of plagues and curses.

And finally, I am bringing up word of people that suggested that the initial stage of diseases to be more blurred.

Damien

Like I said, all of these should be incurred by Dm reward, it would all be far too good and strong otherwise and make any Dm wanting some sort of plague event redundant

Knight Of Pentacles

It's already much more difficult to get cured of disease in efu:r compared to other settings.  I'd like to see more use of efu custom diseases however.

gravekeeper

Another suggestion:

make it possible to target yourself with contagion.

Spiffy Has

Contagion already causes a number of random plagues.

gravekeeper

Everyone loves Undead, right (Rotbringer perk)?

... and every one loves diseases too! (sic)

Why not glue one to the other? You can't make the undead contagious so they would spread EFU custom plagues because they're immune to diseases. And that made me real sad. Imagine how cool it would be to have undead that are also... INFECTIOUS?

That's the suggestion, then: an upgrade of necromancy system so you can manipulate the undead until they are surrounded by a noxious, infectious cloud of sickness.

And no! I am no necromancer >_>

Dredi

Most corpse based undead in the game atm has an noxious (-2 con) aura around them with a low base dc.

I don't think it would be out of the question to allow a specific type of "Plague bringer" zombie which caused enemies which entered its AOE or onhit armour/onhit weapon to proc contagion over standard disease at the expense of being slow/otherwise weak.

granny

Still on my most holly crusade against the lack of diseases, plagues and maladies, I'm back here with my most awesome and unquestionable reasonably suggestions:

[LIST=1]
  • Add Diseases to places like the Slime Pond of the Further Reaches and the swamp of Shagga Land
  • Add infectious insects and other vectors that spread diseases (mosquitoes ftw and aberrant mosquitoes of course)
  • Add more stuff like russet mold and spores. Places filled by mushrooms should make people feel sick. Cloud of alergenic spores that would have longer lasting effects
  • Add specific diseases with specific cures (we got so many herbs around, maybe they could have added some specific medicinal properties)
  • Add poisonous clouds
  • Some underwater areas like the ones of the canal, which are filled by substance could have some danger of diving into it.

Witchcraft

Quote from: granny;380309Add specific diseases with specific cures (we got so many herbs around, maybe they could have added some specific medicinal properties)

If it's possible to add to the herbalism system, then with the introduction of any new plague there could be a similar new reagent that leads to the discovery of a cure. This would make it so there would be a lag time between a disease popping up and somebody figuring out how to make the cure. To make it less annoying, the plagues could be forestalled with the Remove Disease spell just like the Withering was with Remove Curse, but not completely cured.

Ebok

Diseases aren't fun to be constantly subjected to.

granny

Another awesome idea!


Make it possible to diagnose which disease is affecting some target based on Lore and Heal...

EDIT: it's nice to have a description of the symptoms as well so you can RP you know exactly what is going on.

Doc-Holiday

The House of Healing approves