Diseases explanations


Curse of the Crimson Throne


Hi,
I'm asking myself about one thing: Disease in D&D.
In the pathfinder 7, the prophet can make the PC ill, if he's succeed in a grapple action. But where can I find description about diseases (other than in the pathfinder 8) and the big question is about: how does the PC know that after this grapple is ill (because of the time of incubation)? And how is he re-covered from this disease(which throw does he have to do?).
Thanks a lot,
Sempaï


The d20SRD should tell you everything you need to know. The section on disease is here:

http://www.d20srd.org/srd/specialAbilities.htm#disease

If a PC grappled with a diseased creature and caught a disease with an incubation time other than instant, there would be no immediate symptoms and the character would not know that he had caught a disease until he suffered the symptoms. I normally roll initial disease Fort saves for my PCs in secret for this reason.


Thanks a lot for that excellent link!!!!!
When you said that you normally roll initial disease Fort saves for my PCs in secret for this reason. You tell to your PC to roll a dice without tell them what it deals with, and according to his score you know if he's going to be ill or not, that(s what you mean?
Thanks a lot!!

Sczarni

sempai33 wrote:

Thanks a lot for that excellent link!!!!!

When you said that you normally roll initial disease Fort saves for my PCs in secret for this reason. You tell to your PC to roll a dice without tell them what it deals with, and according to his score you know if he's going to be ill or not, that(s what you mean?
Thanks a lot!!

Personally, I keep copies of the PC's character sheets in a binder behind my screen, and a index card for each with Saves, Spot, Listen, and any knowledge checks the PC has points in. if it is a 'passive check' IE one that they arn't actively looking/listening for I will physically roll the dice for them and only tell them if there is a noticable result. this eliminates the whole "Oh he failed a spot check? I'm goig to search" syndrome I have seen at some tables. With the knowledge I do this for any checks that the pc isn't racking his brain for information


Cpt_kirstov wrote:
Personally, I keep copies of the PC's character sheets in a binder behind my screen, and a index card for each with Saves, Spot, Listen, and any knowledge checks the PC has points in. if it is a 'passive check' IE one that they arn't actively looking/listening for I will physically roll the dice for them and only tell them if there is a noticable result. this eliminates the whole "Oh he failed a spot check? I'm goig to search" syndrome I have seen at some tables. With the knowledge I do this for any checks that the pc isn't racking his brain for information

Agreed. I roll for the PCs as well. It's not that I don't trust them or that they like to cheat - it's the "don't think of an elephant" problem. They can't help but wonder why they're rolling and it can't help but affect their behavior. Much easier to do the rolls for them in secret so they can be free to investigate every little clue to their heart's content.


we used an index card for this, every player rolled a D20 a couple of times (usually a dozen) which were noted down consecutively in a chart, one column per character. The GM then randomly determined where in the column to start for each character and jotted of one roll after another, as needed. The GM of course had the save-modifiers and Spot/Listen scores of each character on another index chart.
Since the players did not know just where in the series of their rolls the GM started jotting tem of, they were pretty uncertai on how thinsg were going

So the players' "kept control" of their fate, while the GM had a much easier time with meta-thinking players (usually the "I have to roll a save ? Why - somthing must be happening ?" syndrom ).
We mostly grew out of it.....


rironin wrote:
I roll for the PCs as well. It's not that I don't trust them or that they like to cheat - it's the "don't think of an elephant" problem. They can't help but wonder why they're rolling and it can't help but affect their behavior.

One way I deal with this is to ask for more saves than necessary. When an unfamiliar monster bites a PC, for example, I always ask for a Fort save. They don't know if it's poisonous or not, so why tell them by virtue of whether or not they roll a save?

I've also gone the other routes suggested here, but (with my peculiar group of players, at least) we've found it more fun to just them them over-roll than any of the alternatives. This also helps deal with things like action points (which we use), since if the rolls are made in secret then the player doesn't have the option to spend a point.


I've never been to clear on why we bother making this roll immediately. It always made more sense to me to make the roll at the end of the incubation period. After that you either tell the player that they have have been feeling a bit under the weather but they seem to have gotten over it or that they've been feeling crappy but now things have taken a significant turn for the worse.

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