I am getting useless responses to this question at a different forum, so I am trying my luck here.
I am working on a fantasy style roleplaying game. It has a damage track (like Hit Points) and no other damage track. Every character has exactly the same Hit points. The ability/skill check results have 3 common results: fail, partial fail/success, and success. In very rare circumstances there is a critical success.
MY FIRST QUESTION:
What should the difference (if any) be between poison and disease? I am not asking about poisons like lead poisoning, or diseases like alcoholism. I am asking about infectious diseses that in a game world can kill in days or weeks (hemmoragic fever, infection, tetanus). For poisons, I am referring to things like snake bite, jellyfish, dart frog. I understand that there is plenty of overlap, because many diseases kill by releasing poisons in the bloodstream. I am not so much concerned about slow dangers like lead poisoning or tuberculosis. There are in-game abilities like medicines and antivenom that can alleviate either of these conditions.
This is sort of an open-ended question, because I am interested in what other people think. Right now I am kicking around the idea of a poison being fast-acting and having a limited duration... if it doesn't kill you in 24 hours, you will be OK. Disease will be something that leaves you in a state of constant injury for a period of several days, and can linger.
So I am considering resolving poisoning with a fixed number of rolls on the hour (like 3 rolls in 3 hours). For Disease I am considering having 1 roll per day, with a failure taking damage and 3 successes required to shake the disease. (So it will can linger).
If anyone has other suggestions for how "disease" or "poison" might work, I'd be interested in hearing it. Again, this is a general gamist question, I am not trying to accurately simulate real-world diseases in any but the most generic style. There could be arguments for treating both with a unified mechanic.
MY SECOND QUESTION
For falling, like getting pushed off a catwalk or thrown out a 2nd story window, I am interested in what we think most humans can be expected to survive. I have 4 different "grades" of damage: 0= no damage, 1=minor damage (scrapes, sprains), 2=major damage (broken bones), 3=dead.
What sort of expected average result of a fall? What distance would you put on an average fall that results in no damage, minor damage, major damage, death?
Assuming an unexpected fall, and landing on a hard surface: I'd say:
5 ft = no damage
10 ft = minor injury (sprain)
20 ft = major injury (broken bone)
40 ft = death
What sorts of numbers seem reasonable to you?
MY PLEA:
I am not interested in answers like "switch to a different game system". Or "Get rid of hit-points and use a condition track", or "Don't worry about precise heights, just use generic terms like "Safe" or "Dangerous". (Those are the answers I am getting at another forum).