i've got a character who's slowly being poisoned. it's a very slow progression, so nothing too serious, but i'm wondering how to deal with it as a DM. my first idea was to have the player roll a constitution saving throw at each long rest and if the save failed then they would only regain half their hit die, but i don't know how well that would work. i'm not familiar with any slow-progressing illness mechanics (that would be a bit odd) but if anyone has a better idea that has more of a poison flavor i'd gladly welcome it.
Not sure if you're familiar with disease mechanics, but it sounds like that's the equivalent for this kind of thing. They have regular - usually daily but you could do weekly or something - checks and several levels of intensity that tend to have cumulative effects. Doing really well on a check may lessen your illness, mid-range rolls keep it the same, bad rolls mean you worsen. A string of bad rolls may mean death or permanent penalties.
This may not be something you want left up to dice though. If suddenly becoming cured or rapidly deteriorating are not outcomes you are willing to handle in the story, it's totally fine to just handle the thing narratively. The player is sick until they do X, or they worsen if they don't do Y, that kind of thing.
//bit of chronic illness ref
i've got a character who's slowly being poisoned. it's a very slow progression, so nothing too serious, but i'm wondering how to deal with it as a DM. my first idea was to have the player roll a constitution saving throw at each long rest and if the save failed then they would only regain half their hit die, but i don't know how well that would work. i'm not familiar with any slow-progressing illness mechanics (that would be a bit odd) but if anyone has a better idea that has more of a poison flavor i'd gladly welcome it.
inckpot
Not sure if you're familiar with disease mechanics, but it sounds like that's the equivalent for this kind of thing. They have regular - usually daily but you could do weekly or something - checks and several levels of intensity that tend to have cumulative effects. Doing really well on a check may lessen your illness, mid-range rolls keep it the same, bad rolls mean you worsen. A string of bad rolls may mean death or permanent penalties.
This may not be something you want left up to dice though. If suddenly becoming cured or rapidly deteriorating are not outcomes you are willing to handle in the story, it's totally fine to just handle the thing narratively. The player is sick until they do X, or they worsen if they don't do Y, that kind of thing.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
alright, thanks! that's exactly the thing i was looking for.
inckpot