Mighty Veil
First Post
RangerWickett said:4th Edition?
That's funny.
I sure feel like running a 1e game all of a sudden.
RangerWickett said:4th Edition?
Wik said:IN early editions of the game, poisons were "if you fail, you die". Later on, there were a variety of different poison types, but most still fall into the "Death" category.
Just trying to point out that, in earlier editions of the game, poison was much more likely to kill you.
But the only ones you saw, with rare exception - even in 'official' adventures, were the ones that if you failed your save you died. Take a look through old adventures and old Dungeon magazines, you will be astounded at how seldom you see anything but 'save or die' poisons.Freak of Nurture said:1e had 3 types that kill, and 6 that didn't
2e had 4 types that kill, and 12 that didn't
Most didn't fall into the "Death category". Try knowing what you are talking about.
In that case, 1e and 2e had almost no save-or die poisons. Virtually none whatsoever.TheAuldGrump said:But the only ones you saw, with rare exception - even in 'official' adventures, were the ones that if you failed your save you died. Take a look through old adventures and old Dungeon magazines, you will be astounded at how seldom you see anything but 'save or die' poisons.
This was pretty much true up until 3e.
If you are going to be rude then try knowing what your talking about - it will work better in the long run.
The Auld Grump, an option that is never used does not count.
Excuse me? Did you bother reading any of the 1e and 2e adventures? I am not speaking of personal experience, but rather what TSR published. They very seldom had anything but 'save or die' poisons. I can back up my claim by copying and pasting out of published adventures - can you? If you chose not to use them as written (which, by the way, is a good thing - I will not claim otherwise) then all well and good - but as published it was pretty much always lethal poisons, even at very low levels. And thieves, the folks most likely to encounter poison, had rather poor saves vs. the stuff....Slife said:In that case, 1e and 2e had almost no save-or die poisons. Virtually none whatsoever.
Slife, arguing about personal experiences gets us nowhere since we all have different ones.
This is D&D. There is always an inn. It could be a hamlet of 20 people. There is an inn.VirgilCaine said:Wow, that village must see a lot of travelers to have an inn.
Wik said:. . .They find a secret door, slide it open, and find the chest. The Rogue takes 20 on his search check, and finds the trap.
And there is always a stranger, dressed in black*, with tips on where to find the dungeon....Fifth Element said:This is D&D. There is always an inn. It could be a hamlet of 20 people. There is an inn.
Which means, in this case, that he can 'Take 20' on his Search - but he cannot do so on his Disable Device check. Searching (unless otherwise noted) is safe, disabling is not. Once the trap is disabled the rogue can then Take 20 on picking the lock....PhantomNarrator said:Funny enough, but the rogue cannot take 20 on a roll that involves danger of any kind.
delericho said:If the poison does 3d6 Con damage instead of 2d6, the Rogue is dead, just as in 1e.