Illness System
Moderator: Gamemasters
Illness System
(Dedicated to Keikan - See? I can make suggestions the way you like them)
I really like the whole Illness system, it has great potential... So here's my idea on how it can be 'improved'. I have no idea HOW it works currently, so some stuff might be repeated or works in a different method.
I: Catching It
You can catch a cold in two ways
a) Staying outside in the rain for more then 10 minutes will cause the server to randomise 1-20, and compare it with your constitution. If the server rolled higher, you're sick. Each 5 minutes after the initial 10 pass, the server gets d20 + 1.
b) Staying next to a person who has a cold results in the server rolling d20 each 5 minutes. If the server rolled higher then your constitution, you are now sick. If you are near more then one infected person, you only get 1 roll, but the server takes +2 for each person next to you.
II: Incubation
You shouldn't get the symptoms at once, but rather, there is an incubation period of 10 minutes. During this time you can still infect others, but it doesn't show.
III: Immunity
If you successfully beat the chance to get sick (from b), by 3 or higher, you will be immune to that illness for 15 minutes. During this time, you automatically 'win' all rolls to get sick
If you DID get sick, and you cured yourself, you will be immune for 1 RL hour.
IV: Sickness
As soon as the incubation period stops, you get a message "You feel sick, your body feels weaker". You take some sort of penalty to your constitution.
V: Curing it
Curing it can be done in 3 ways.
a) Staying next to a fireplace should have the same effect as staying next to a fire.
b) Eating a warm meal of soup, should also cure the illness.
c) Each 15 minutes, the body has a chance of healing itself. The server rolls d20, and adds the constitution to it.
If the number is 28 or larger, then the body is cured on its own.
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Numerical Example:
A person with 3 constitution, has an 85% chance of falling sick when next to a sick person
A person with 10 constitution (average) has a 50% chance of falling sick
A person with 18 consitution (very high) has a 10% chance.
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(If we don't reduce constitution)
A person with 3 constitution has a 0% chance of healing himself
A person with 10 constitution has a 15% chance of healing himself
A person with 18 constitution has a 50% chance of healing himself.
I really like the whole Illness system, it has great potential... So here's my idea on how it can be 'improved'. I have no idea HOW it works currently, so some stuff might be repeated or works in a different method.
I: Catching It
You can catch a cold in two ways
a) Staying outside in the rain for more then 10 minutes will cause the server to randomise 1-20, and compare it with your constitution. If the server rolled higher, you're sick. Each 5 minutes after the initial 10 pass, the server gets d20 + 1.
b) Staying next to a person who has a cold results in the server rolling d20 each 5 minutes. If the server rolled higher then your constitution, you are now sick. If you are near more then one infected person, you only get 1 roll, but the server takes +2 for each person next to you.
II: Incubation
You shouldn't get the symptoms at once, but rather, there is an incubation period of 10 minutes. During this time you can still infect others, but it doesn't show.
III: Immunity
If you successfully beat the chance to get sick (from b), by 3 or higher, you will be immune to that illness for 15 minutes. During this time, you automatically 'win' all rolls to get sick
If you DID get sick, and you cured yourself, you will be immune for 1 RL hour.
IV: Sickness
As soon as the incubation period stops, you get a message "You feel sick, your body feels weaker". You take some sort of penalty to your constitution.
V: Curing it
Curing it can be done in 3 ways.
a) Staying next to a fireplace should have the same effect as staying next to a fire.
b) Eating a warm meal of soup, should also cure the illness.
c) Each 15 minutes, the body has a chance of healing itself. The server rolls d20, and adds the constitution to it.
If the number is 28 or larger, then the body is cured on its own.
---
Numerical Example:
A person with 3 constitution, has an 85% chance of falling sick when next to a sick person
A person with 10 constitution (average) has a 50% chance of falling sick
A person with 18 consitution (very high) has a 10% chance.
-
(If we don't reduce constitution)
A person with 3 constitution has a 0% chance of healing himself
A person with 10 constitution has a 15% chance of healing himself
A person with 18 constitution has a 50% chance of healing himself.
- Frederick D'Aubigne
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- Korm Kormsen
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You've been told the right thing.Korm Kormsen wrote:at least so i'm told
This proposal is on a good way, now add some more to it, to justify the "system" in the topic title.
One illness is hardly what I'd call a system.
You don't need to "copy" real illnesses, invet some of your own.
Note down how and when a character can get sick.
Line out the effects that appear each cycle, and how long a cylce is.
And last but not least how the character can be cured.
Like I told you, you need to put much more time in your proposals.
- Korm Kormsen
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1) Healing potions: NO.. I hate themKorm Kormsen wrote:i think, hadrian should insert healing potions in the idea. and/or druid treatment, if possible.
(well, and a veterinarian for llamas...)

2) Druid Treatment would be ideal, but it would need a druid system to work.. making it more complicated. In its ideal state, they'd be TONS of different illnesses you can catch, each healed by a combination of different herbs.
Since we don't have druid treatment for now, this system would be extremely limited, just to colds.
In the ideal world, they'd be fevers, illnesses you can catch from undead, from staying in swamps for too long or something ect...
But before this happens, we need a druid system.
So for now, all of this is simply one easy to cure illness, a cold.
yes, its a good idea... But... still there shouldnt be a hundrend and sevetythree disiases you should be able to catch.. but maybe in different areas and of different animals/monster that attack you... so you dont have to be worryd about the illnesses constantly2) Druid Treatment would be ideal, but it would need a druid system to work.. making it more complicated. In its ideal state, they'd be TONS of different illnesses you can catch, each healed by a combination of different herbs.
I think there should be some status conditions e.g. paralysis (with this illness every x steps you have a y chance of being unable to do anything for z amount of time) etc.
How about a disease that if you do not cure kills you (not perma)? This would make people a little more conscientious about curing it.
And I think immunity should last for more than an hour.
Teleportitis would be funny, I know you'll say no
but it'd be funny; every time you cough you teleport randomly across the screen xD.
How about a disease that if you do not cure kills you (not perma)? This would make people a little more conscientious about curing it.
And I think immunity should last for more than an hour.
Teleportitis would be funny, I know you'll say no

- Lord Arcia
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- Korm Kormsen
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- Juliana D'cheyne
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Well, as in the past being a RPing game, it would have been up to the PO to RP. Teleport can be RP'd (as one of my chars has done with every sneeze)... this system appears to again affect fighters the most...having the possibility of more easily ghosted due to decreased constituion when fighting (with subsequent skill loss that would affect thier RP)?This Illness system is really useless isn't? Apparently it's just here to annoy us, it doesn't affect our character at all except force us to do unwanted #me coughs. and #me sneezes? I mean, does it affect our character's stats or anything?
Is Illa so much about stats now?
..... or from a mine, an unknown bacteria on the wall, a tree that happens to be diseased unknown to the lumberjack, wool from the sheep, diseased pigs, a new char just off the ship that walks into town carrying a disease etc.In the ideal world, they'd be fevers, illnesses you can catch from undead, from staying in swamps for too long or something ect...
This at least would affect all chars equally........ why not perma, if you want to be more as in RL is being facetious?How about a disease that if you do not cure kills you (not perma)? This would make people a little more conscientious about curing it.
I propose to add, that anytime the constitution of a char is reduced, that char is also unable to make or do any good crafting (stats that were at 50% for a craft, be reduced to say 30% until they are healed or eat the right food) that what they do have is reduced i.e. something they made that was excellent be dropped to very good (similar to any char that is ghosted waiting to recover), sing well (if a Bard), do magic effectively (say if stats are 50%, reduced to 30%) etc. until healed.
Another idea, that if the char is ghosted due to not treating the illness, say give a certain time to recover, if they don't recover, they can be ghosted, if ghosted their stats are permanently reduced by 3% picking the highest skill they have.
For instance, if the highest skill is in cooking. They become ill, and do not treat the disease by using a potion, or going to a Druid (when that system is in place) etc., they can be ghosted. If ghosted, their skill in cooking would be reduced 3%, they would need to build back up their skill again hoping not to become ill.... this would effectively make chars learn to treat their illness.
This will also probably affect new PO more then other chars ig so I would suggest adding the changes in the stats and what causes them to the manual.
(Well, all are probably going to be very happy slinks off to the corner after having her first and hopefully last rant, but this is my final post on any proposal, now or in the future that discusses changes in stats to force changes in a char, with a game claiming the big asset is RP not skill..... the RP that was once left up to the PO her healthier fighter char not having as many symptoms of a cold as her weaker mage char)
- Korm Kormsen
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good idea!I propose to add, that anytime the constitution of a char is reduced, that char is also unable to make or do any good crafting (stats that were at 50% for a craft, be reduced to say 30% until they are healed or eat the right food)
no. it does not seem right to me, that things produced before, or loot taken before should be affected by an illness.that what they do have is reduced i.e. something they made that was excellent be dropped to very good
- Frederick D'Aubigne
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What I meant here, is that I don't like the fact I'm forced to #me coughs and #me sneezes. I played a game in the past, where you got a message such as; "You begin to feel dizzy, your nose begins to bleed a bit," etc.. etc.., message signaling to you the player (And only you could see them), that you are begining to get sick. And it was at the player's discretion to roleplay it at his own taste, because really, the #me coughs and #me sneezes is very annoying.Frederick D'Aubigne wrote:This Illness system is really useless isn't? Apparently it's just here to annoy us, it doesn't affect our character at all except force us to do unwanted #me coughs. and #me sneezes? I mean, does it affect our character's stats or anything?
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- Frederick D'Aubigne
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If I wanted to be forced such emotes, I would play tabletob, but I don't like tabletob, so I've been refered to play Illarion..
But seriously now, they really get annoying after a while.. They come in very inappropriate moments.. I really think we should opt for a message that tells you you're starting to get sick, and allow us the players to use our own words to emote it..
But seriously now, they really get annoying after a while.. They come in very inappropriate moments.. I really think we should opt for a message that tells you you're starting to get sick, and allow us the players to use our own words to emote it..
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Rage:
Makes a character occasionally randomly emote things like #me stamps on the ground loudly, #me aims a punch at the nearest person etc.
. Cured by waiting for a while.
Hot breath:
Caused by eating some mushrooms. Some sort of sneeze that does a KEL RA on whatever you target ((you by default)) every so often
. Cured by drinking water.
Drunkenness:
Instead of walking straightforward etc. you take random steps. Caused by drinking too much, cured by waiting or throwing a bucket of water on yourself. (Or having it thrown on you)
Short-term Amnesia:
Happens when you get struck a heavy blow to the head; your skills all drop to 1% for an amount of time or until you die.
Migraine:
Lowers willpower significantly. Can happen randomly. Temporary.
Curse:
Caused by a spell from npc mages (may faili depending on willpower and random 1-20 chance); turns you into a mummy. Can be passed on by being in the vicinity of someone with the curse, depending on Willpower, or automatically passed on when you shift click someone. Lowers agility and dexterity to 3 also. Cured by going to an altar e.g. Malachin's.
Sunstroke:
Lowers all attributes. Can happen randomly in hot temperatures or the desert. Can be auto cured by going near an ice flame. Cures like at the fires at the oasis (or other rivers/seas)
Frostbite:
Happens in cold weather. Makes you encumbered as your feet are hurting too much.
Cured by going near a fire.
Extreme fatigue:
Random disease, makes you occasionally have to stop (as you fall asleep) for a few minutes. Does a few #me snores actions during this time. Cured by going in a bed for a few minutes.
Makes a character occasionally randomly emote things like #me stamps on the ground loudly, #me aims a punch at the nearest person etc.

Hot breath:
Caused by eating some mushrooms. Some sort of sneeze that does a KEL RA on whatever you target ((you by default)) every so often

Drunkenness:
Instead of walking straightforward etc. you take random steps. Caused by drinking too much, cured by waiting or throwing a bucket of water on yourself. (Or having it thrown on you)
Short-term Amnesia:
Happens when you get struck a heavy blow to the head; your skills all drop to 1% for an amount of time or until you die.
Migraine:
Lowers willpower significantly. Can happen randomly. Temporary.
Curse:
Caused by a spell from npc mages (may faili depending on willpower and random 1-20 chance); turns you into a mummy. Can be passed on by being in the vicinity of someone with the curse, depending on Willpower, or automatically passed on when you shift click someone. Lowers agility and dexterity to 3 also. Cured by going to an altar e.g. Malachin's.
Sunstroke:
Lowers all attributes. Can happen randomly in hot temperatures or the desert. Can be auto cured by going near an ice flame. Cures like at the fires at the oasis (or other rivers/seas)
Frostbite:
Happens in cold weather. Makes you encumbered as your feet are hurting too much.

Extreme fatigue:
Random disease, makes you occasionally have to stop (as you fall asleep) for a few minutes. Does a few #me snores actions during this time. Cured by going in a bed for a few minutes.
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Well, since some came up with that discussion. I hate the idea of an other illness, that forces emotes on your character, too. The coughing and sneezing we allready have is annoying enough and destrois the rp of some characters allready. Alanna for example, would always hold her hand in front of her mouth when she sneezes or coughs, but I can't emote a #me holds her hand in front of her mouth as she coughs/sneezes everytime. That would get even more annoying. Also, the illness seems to break out randomly. I got it while standing next to a ill character for some time, which is ok. But I also got it while being in a house with no one around or while walking around outside lonely, wearing trowsers, shoes, gloves, shirt and a robe. Isn't there anyway to prevent your character from being forced to do trash rp?
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People sneeze and cough during important discussions you know..Baiyan Trading Company wrote:And how are you supposed to explain, that your character runs to a fire place, while he is in a deep and important discussion or in the middle of some smexies?
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Tanner's Fever:
Reduces dexterity, as the body shivers widely from time to time. Has been traced from staying near rotting corpses such as dead pigs, hence the name (this should be.. painful

Shuteyes:
Character finds it hard to stay awake, as his eyes try to close themselves at very bad moments. Has something to do with the gases around the swamp.
- Richard Cypher
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I do if I don't like the people...or I bring them all with me to the fire to RP if I like them. I never miss out on my daily dose of RP.AlexRose wrote:You shouldn't go into a conversation in the first place with the cold. ASAP when I get the cold I cure it. I don't go and get myself involved in a big rp with loads of other people who I will pass it on to.