| Outl |
The Negative Effects section of the Guide to Organized Play talks about what happens if a character ends an adventure with a permanent condition, or a non-permanent condition, or a curse. But it talks about them as if these are three separate things. If a condition is in multiple categories, which method should be used? It further says that PCs can use their spells to clear conditions, but doesn't say whether those PCs should be allowed to rest a night (at the end of the adventure) to prepare those spells.
Also it's possible for a character to be unaware they have an ongoing curse (or disease) until after the adventure is over. For instance, a character hit by an Animate Dream or an Augnagar will know that they are fatigued or drained, but might assume those conditions will wear off after a night's rest, not knowing they're cursed.
What to do in that case? Is the character to be marked dead? Or given a chance to buy a casting of Remove Curse or Pathfinder Condition Removal boon before being marked dead? Or allowed to roll the saving throws for each stage? Or (if non-deadly) assume they will eventually make their saving throws, so they're just fine? Should the character be allowed to cast Remove Curse on themselves the next day, after noticing that a night's sleep didn't work? Or even ask one of the other party members to cast it on them, post-adventure?
BTW, this topic is complicated by there being different types of afflictions -- they're not all the same. Differing opinions and table variation are to be expected. We could leave it at that, but it seems to me that any issue which may-or-may-not result in character death (or related expenses) without warning is worth a little clarification.
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addendum:
Even if you restrict yourself to curses with long durations there are different types. I'd consider five categories, but each type can be either a disease or a curse or both so multiply the categories by 3. The first type is the most simple and obvious, but ongoing saving throws (or stages) have more moving parts so they lead to more 'what if?' questions and odd scenarios.
1) Permanant conditions with no daily saving throws 2) Potentially deadly conditions with daily saving throws 3) Potentially deadly conditions with daily saving throws that cannot go away on their own even if you make the saves 4) Non-deadly conditions with daily saving throws 5) Non-deadly conditions with daily saving throws that cannot go away on their own even if you make the saves
Example of type 1: Mariner's Curse spell or Blindness or Curse of the Werecreature
Example of type 2: Goblin Pox spell or Graveknight's Curse
Example of type 3: Bog Rot from a Bog Mummy
Example of type 4: Rotting Curse from Augnagar
Example of type 5: Expeditious Evolution from Aukashungi Swarm
