this post was submitted on 15 Jun 2024
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I believe there are many such examples, but the particular one I’m thinking of right now is the Cold Spot haunt which states that a character is clumsy 1 if they critically fail. When would they stop being clumsy 1?

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[–] Zagorath@aussie.zone 2 points 5 months ago (1 children)

So would that mean that technically the Cold Spot haunt would impose the Clumsy condition until the players take some specific action to end it? It doesn't list any duration or a condition to end it as far as I can see.

What are the methods you can take to end a condition?

[–] Buffman@lemmy.world 2 points 5 months ago

Restoration will reduce the length of clumsy, stupefied, and enfeebled (and drained at higher ranks). Dispel magic will remove magical effects, and neutralise poison/remove disease/curse, and restore senses as their names imply. That covers most conditions.

Resting will reduce some conditions as well, like drained. You could play it that a rest also reduces things like clumsy/stupefied/enfeebled.

It could also be that this specific haunt is just missing a duration or other text indicating how to remove the condition.

Ultimately it’s up to the GM to adjudicate this if they feel like something is amiss or unfairly punishing.