Thoughts On: Disease - How could they be improved?

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Kitunenotsume
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Thoughts On: Disease - How could they be improved?

Unread post by Kitunenotsume »

While poking over various mechanics and implementations, I came across the curious case of the Disease Payload Script.

In essence, by default a Disease gets applied to a target as a latent effect as a permanent effect. Some time later - either after the listed incubation time (generally 1 hour IG/15 min RL), the next rest taken by the victim, or 24 ingame hours (6 RL hours later) a save is rolled. On a failure the effect gets applied, and the timer reset to 24 hours/next rest, lasting potentially indefinitely. On two consecutive saves, the disease goes away.

Why this matters, and what it implies:
Currently, Diseases - both those subjected by the environment as well as the effects of (Mass)Contagion- have potentially impactful effects, but takes an impractical length of time to apply. I am aware that there are some commits to Contagion that changed functionality, but am unaware specifics as they were not posted to wiki/spell description.

Meanwhile, counters are multitudinous - various classes are immune by default, but a DC15 Heal kit (doable by anyone with 0 ranks 25% of the time), a dedicated 3rd level spell (Remove Disease), Greater Restoration, Heal, and a variety of other hard-counters are quite plentiful. The effects applied can often be removed by plentiful counters such as Lesser Restoration, even if the disease itself remains.

In many regards, this is a similar circumstance to the state of Poisons - with a longer effect-delay, generally lower effect, greater scarcity, and without a trivial source of hard-immunity (Neutralize Poison). It has some value at and against lower-level content where saves and strict counters are more limited, but appears to become rather useless and of negligible risk at higher levels.

My question here is:
  • Does the Disease mechanic have any current value, and are there any improvements that could be done to make it more impactful?
Last edited by Kitunenotsume on Sat Jun 11, 2022 2:49 am, edited 1 time in total.
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YourMoveHolyMan
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Re: Disease: How could they be improved?

Unread post by YourMoveHolyMan »

Remove the ability for a rest to auto cure it, maybe even accelerate the roll checks?
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Re: Disease: How could they be improved?

Unread post by Kitunenotsume »

YourMoveHolyMan wrote: Thu May 26, 2022 4:33 pm Remove the ability for a rest to auto cure it, maybe even accelerate the roll checks?
A rest doesn't auto-cure diseases, but instead forces a save at completion of the rest as if 24-hours had occurred. If the save is passed, and is the second consecutive save it gets removed. If the save is failed, the penalty is applied.

Resting may cure the ability damage, however.
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Re: Disease: How could they be improved?

Unread post by CathyBlank »

Also:
Healing kits are subject to take 20 - combine that with long incubation period and it's usually fairly easy to find a peaceful moment to remove disease with 100% success rate even for low-level characters with no training. So even new characters without access to immunities/healing spells/potions have a very reliable way to deal with disease before any saves could be even made.
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Re: Disease: How could they be improved?

Unread post by Blackman D »

would be nice if they applied faster and if some could not be removed from kits

mummy rot im pretty sure can be cured by kit even though its not suppose to be able to
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Re: Disease: How could they be improved?

Unread post by JustAnotherGuy »

Diseases are admittedly trivial once a toon gets past a certain level. However, they are non-trivial at lower levels. It's been a while since I've been lower level, but I do remember diseases being a nuisance while leveling. There were a couple times where a dungeon run was ended by getting a disease and having the affects applied.

With this in mind, we'd need to remember the balance of diseases for lower levels, not just for higher levels. Making them more "difficult" would likely still not hinder the upper levels, but would make things harder on lower levels, especially newer players that haven't amassed any gold or items.

I don't have a good answer on how to rework them, other than to see if there's a way that diseases in higher level areas can be more threatening than diseases in lower level areas.
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Steve
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Re: Disease: How could they be improved?

Unread post by Steve »

Make it an immediate effect. Who in this world or in this game, has time to wait?

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Re: Disease: How could they be improved?

Unread post by Kitunenotsume »

Thank you to all those who have been participating in this conversation, and for providing your perspectives on this matter.
I appreciate your contributions, and shall attempt to summarize and address the discussion so far.
  1. Diseases are fairly trivial to remove: take-20 on heal-kit plus just general Heal modifiers overcomes even maximum DC 30 at low levels.
  2. Heal-kits do not respect Extraordinary (mundane) vs Supernatural (magical) diseases, despite listings in the 2das.
  3. Incubation time for Diseases is impractically long for many circumstances, given the availability and immediacy of counters.
  4. Diseases have meaningful and potentially significant effect at low levels when not countered, but appear to diminish in potency as level increases.

Having run some experiments and done further poking about, I have also confirmed some other properties:
  • Contagion and Mass Contagion not follow SRD. Per SRD, both should apply their disease "which strikes immediately (no incubation period)". This is unlisted in the NWN2 spell, which does not (so it takes 15 minutes/rest to actually kick in).
  • Contagion forces a Fort Save vs Disease, with no Spellcraft save bonus. Mass Contagion forces a Fort Save vs Disease, but does benefit from Spellcraft to saves. At least one of these is wrong, and it's probably the one that has the less save bonuses, further emphasizing just how poor these spells are vs high levels (where a target is likely to either have inflated fort saves, or a hefty bonus from Spellcraft. Or both).
  • Heal Kits are tested against the DC of the disease or spell. For most environmental diseases, that ranges from 12 to 18. For Spells, they appear to suffer from the same table problem as Poison, with a fixed result per DC, to a max of DC 30, where higher DC effects can have mechanically worse utility (DC30 Demon_Fever3 is strictly inferior to DC29 Ghoul_Rot which does the same 2d6 Con plus an extra 1d4 Str, and quite a few lower DC diseases).
  • Disease damage was determined to stack over multiple rests - if the target failed to succeed multiple saves in a row, with 24-hour/rest between them. This clearly affects lower levels who can rest more frequently and fail the save, than it does higher levels who will pass the save and can't rest more than once every half hour at best - if they don't just remove it outright in the course of standard play with the tools available (like pockets full of Potions of Heal).


From these observations, it seems fairly evident that the risks are concentrated to lower levels without saves and resources, and trivial to those higher. Some changes could be made that are simply practical, others more divergent implementations that serve to give more thought to the mechanic. With that said, here are my suggestions for consideration, collectively or seperately as may be:
  1. Apply Contagion/Mass Contagion immediately, with no incubation. This is the P&P implementation, and makes it so the spell actually has shorter-term use, rather than "Cast and hang around for half an hour until the target takes a minor stat penalty". Why NWN2 decided it should take 2 minutes (in Vanilla) and 2 failed hopefully DC 16 fort saves for a P&P combat-spell to work and deal *checks table* 1d6 stat damage maybe, I have no idea.
  2. Heal-Kits to remove Disease are against double the DC of the disease. This would put a DC 12 save up to a DC 24 heal check - still doable with an out-of-combat Automatic-20 even by a level 1 trained in such things, but makes it less trivial to simply Heal-Kit off a DC 30 Demon Fever from a high level caster (at Heal DC 60), and would give serious consideration to use of Cure Disease (or Heal, or Greater Restoration).
  3. Consider prevent Healing Kits from curing Supernatural diseases. In P&P this applies almost exclusively to Mummy Rot which has the ruling:
    Successful saves do not allow the character to recover. Only magical healing can save the character.
    However, Healing Kits are already incredibly powerful simply from their curative power, eithout taking poisons and diseases into trivial account. Making supernatural problems require supernatural solutions is at least thematically consistent.
  4. Consider adding a Caster-Level check for removing Supernatural diseases. Per the text for Remove Disease:
    "Certain special diseases may not be countered by this spell or may be countered only by a caster of a certain level or higher."

  5. Prevent use of Healing Kits to cure Diseases entirely. Instead, during the Disease Payload step during rest, have the party member with the highest Heal skill roll, and use whichever result is better. This would be effectively the implementation if P&P "Healing a Disease" which states:
    Healing A Disease
    Use of the Heal skill can help a diseased character. Every time a diseased character makes a saving throw against disease effects, the healer makes a check. The diseased character can use the healer’s result in place of his saving throw if the Heal check result is higher. The diseased character must be in the healer’s care and must have spent the previous 8 hours resting.
    By removing the ability for Heal kits to instantly cure Diseases, it actually gives them a chance to work over time, can still be cured away with magic or healer-characters, and gives some meaning to their honestly pitiful stat damage. Or gives people a chance to start adding a Lesser Restoration Potion in their morning coffee, I suppose.
  6. Hide the Disease VFX until after the incubation period has passed and at least 1 save has failed. By nature of how a disease works, there usually are no symptoms visible for a while after the initial infection event - which is what the incubation period is (finding a modern example would not be difficult). Not being an immediate GIANT WOOBLY GREEN CLOUD despite having no actual stat damage would certainly help immersion, as well as be reflective of when damage (and thus visible symptoms) were actually applied.
  7. Consider reducing the incubation-time to combat-relevant levels (such as a 1-minute incubation down from 15). This is almost counter to some of the suggestions above but would result in more combat-useful diseases, rather than longer narrative impacts.
My personal preference would be implementation of #1, 2, 4, 5, and 6 in the list above.
This combination would make Diseases more of an ambient concern without increasing severity, but making them much hardier and a longer process to remove without magical aid. Risk at low levels would not actually increase due to the higher rate of Rests that already made it more impactful, while at higher levels the longer rest delay and hardiness to trivialization would give the diseases more narrative impact - even as they can still be overcome with plentiful magical resources or skills/saves.
If events were to occur that complicate access to divine magic, these narrative impacts would likely have greater weight.
Some considerations of tweaks to disease variety and DCs at higher levels could also be considered, as could the (Mass)Contagion (and Poison) list and implementation, but would be a separate considerations from actual Disease mechanics.

Suggestion #3 to me seems heavy handed, and penalizes a valid use for a skill that simply wasn't implemented correctly, and that #6 is a far better solution than making the rule of one disease apply to an entire collection.
Suggestion #7 is listed as an option, but basically turns Diseases into Poisons, which I see as a mechanically and thematically distinct set of effects. Where a poison is intended to debilitate immediately and severely (and thus ideally combat useful), a disease debilitates more persistently over time but at a lower severity.

As ever, commentary, concerns, and query is welcome.
Cheers,
Kit.
I play a baker. Sometimes she provides counseling or treatment.
Ask about our Breadflower daily special to save five coppers off a purchase of five pastries.
She seems unusually interested in cursed items.
She has also been seeking a variety of gems and stones.
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