PJ156 wrote...
All of this discussion seems to be about how to apply poision and not what it does and I think that needs to be considerred if the system is to be improved. I don't use poison because I see it as relativly ineffective in a party based game where the character is laying down damage at a high rate in other ways. To make it useful it's effects need to be debilitating and to make the risk worth the effort of making room for it in feats etc (as Ark says) it needs also to be debilitating to the player.
Because of the above it's use is going to be a role playing choice to use it because a gaming player is probably going to leave it behind in favour of perhaps a strength potion at low level. Fire or cold damage at med level and nowt at high level. Unless of course it is highly effective on both the monster .. and the player if he screws up.
Therefore I would also suggest looking at what the poison does, as well as how it is used, to make the system better. Otherwise I believe you are remaining in the realms of the roleplaying player, who sets thier own rules for reloading and the boundaries within which thier character will act, and for whome the function of the game engine is less relevant?
Hi PJ156,
When I took a closer look at what poison does, I noticed that it mainly adjusts attribute ... i.e. It does attribute damage. This, to me, appears to be quite an effective form of damage over and above some other types of damage, like cold, fire, or other forms of HP damage. The reason I say this is because, for example, poison that lowers INT may stop a spell caster from casting spells, poison that damages CON, will reduce HPs in a large chunk, STR will reduce the amount of damage the poisoned creature can do ... and all this "damage" on top of any other normal HP damage you may be doing, including other damage types, like cold or fire. That is, I have made the assumption that "magic" weapons (referred to as magik with a 'k' in my campaign) that do other types of damage, like cold or fire, can still have additional "poison" added to them as well!
As for potential damage to the player, I have added the Handle DC to every poison that a PC must make to add poison, unless they have the Use Poison feat (now made a general feat), and can suffer damage if they fail critically when applying it. Those with the Use Poison feat also know how to apply the poison more effectively so that it lasts for twice as many hits as a PC without the feat.
Lance.
EDIT:
Iveforgotmypassword wrote...
I agree with PJ156, poison's really pretty useless but instant kill/ stun/ sleeping poison would definitely make it more worth using. If you could put a whole gang of enemies to sleep with your arrows then coup de grace them that would be nice.
Who cares if the baddie loses a couple of ability points when he's just about to get chopped to bits in the next couple of rounds and alchemist's fire can be added to weapons without a skill needed and does extra damage which is a bit more important.
Hi FMP,
Does this not already happen if a creature loses sufficient CON? ie. If a creature with 12 CON takes enough CON poison damage, don't they fall unconscious?
I ask because I do not know.
EDIT: Also, isn't that damage taken with each hit? E.g. If someone hits a creature 3 times with poison that does an initial 1-6 CON damage, would that not equate to 3-18 CON damage after 3 hits (if they fail their save)?
I am aware that some "new" poisons only do, 1-2 points of damage as opposed to 1-6 ... but then maybe that is where the figures can be "improved" to more like the old poison.2da figures so that they do damage more like the old ones that did 1-6 ? Yes/no?
EDIT 2: Having examined the poison 2da more closely, I notice that if you want to use poison with "increased" damage (or poison where you have more control over what it does), then you need to use the "older" system to apply poison to weapons (i.e. Use the "Apply Poison" attribute rather than the "Poison Weapon" attribute) that uses the Poison.2da that can be more readily edited for the type of damage each poison does.
Therefore, poisons with "increased" damage can easily enough be added alongside the less potent poisons for those players who want to pay the gold for a more effective/deadly poison. However, the effectiveness of any poison is always subject to the saving throw of course.
Lance.
Modifié par Lance Botelle, 20 février 2014 - 01:35 .