CleverNickName
Limit Break Dancing
Oh I agree completely. And by that, I mean that I would like to see them get rid of ongoing fire or cold damage as well. Combat already takes entirely too long from start to finish, and stuff like ongoing damage or multiple save throws only drags it out further. But I'm getting off-topic.I like your idea, though I don't share your aversion to ongoing damage. Not all poison needs to deal ongoing damage, not even most. But I wouldn't mind seeing ongoing poison damage as often as you see, say, ongoing fire or cold damage.
That said, it wouldn't be a terrible idea to have certain types of poison that deal ongoing damage...as long as they were a rare exception and not the rule. I remember back in the days of the Expert Rules, my fighter was struck by a poisoned arrow and failed his save throw. He took one point of poison damage every turn until treated...it literally became a race against time, as we rushed to get him to a temple in time to save his life. That was an awesome plot twist...but if it had happened every single time someone got poisoned, we would have quickly lost patience.
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