What's not to like about Poison?
I wanna kiss you but your lips are venomous. You're poison.
[ame="http://www.youtube.com/watch?v=Qq4j1LtCdww&ob=av2n"]Poison, Alice Cooper - YouTube[/ame]
I would have poison work in two stages - per round, and per ten minutes.
I think this is what they tried to do in the third edition, with the Initial and Secondary damage effects. And as much as I love that edition of the game, the poison mechanics have always been a bit too clunky and needlessly complicated.
Maybe I could get on board with this if poison didn't require multiple save throws. Something like "Poison (Ex): Bite, Fort DC 15 partial. Target takes 1d6 points of poison damage, and takes +1 point per hour on a failed save."
I like Save or Die poisons. DCs are set by the potency. If you want to get fancy, you can do the same with onset times.
I like save-or-die poisons too, but I don't want them all the time. I imagine it would make an interesting plot hook for a character to be struck with a magical poison that will slay him unless he finds a cure before sunset. But this would be a plot element, not a game mechanic...if every poison behaved this way, it would quickly become more trouble than it was worth.
Envenoming a weapon is part of the game, but still counts as poison use, so a save is required. I think it only gets one hit per application and applying isn't something quickly and easily performed. I believe there is a shelf life on envenomed weapons too. (Cue the envenoming sheath magic item again

)
I never noticed a problem with the "envenomed weapon" thing, honestly. So the thief had a dagger that would add 1d6 points of poison damage to every single hit? Big deal, the fighter had a flaming sword that did the same thing. Poisoned weapons only become a problem when we start mixing them with other exotic effects, like paralysis or sudden death. But if poison just deals straight damage (like acid, fire, cold, sonic, force, and practically every other effect in the game), it's hardly a game-breaker. Some creatures are immune to fire, others are immune to poison, some can only be harmed by silver...
It is well-handled; it's handled abstractly. One of the annoying aspects of D&D 3 is having a host of effects all of which have their own durations and own modifiers to keep track of. Making a host of damage effects that added to that problem would not make the game more enjoyable for me, I think.
Agreed. Combat sequences already take too long to resolve. Multiple effects with multiple durations and save throws would be a step in the wrong direction, IMO.
I would like for there to be room for a wide variety in poison effects, delivery methods, onset times, and general potency.
There should be some frightning fast acting save or die poisons.
There should be some slower working save or die unless countered poisons.
There should be some poisons that cause various amounts of damage and perhaps might kill depending on the victim.
There should be some poisons that disable, weaken, or otherwise cause detrimental non-damaging effects.
More variety is good because if there are so many possibilities upon discovering that someone has been poisoned then the dread of wondering what the effects will be that much greater.
Maybe the answer is to bring back the old Poison Type Table, with a couple dozen different types of poison in it.
Poison Type/Save DC/Effect
Type A / 10 / 1 point of damage
Type B / 11 / 2 points of damage
Type C / 12 / 1d4 points of damage
Type D / 14 / 1d6 points of damage
...
Type H / 12 / 1 point of damage per round until cured
Type I / 14 / 2 points of damage per round until cured
Type J / 16 / 3 points of damage per round until cured
...
Type P / 12 / Target is paralyzed for 1d3 rounds
Type Q / 12 / Target is stunned for 1d3 rounds
Type R / 12 / Target is dazed for 1d4 rounds
Type S / 12 / Target falls unconscious for 1d4 rounds
Type T / 16 / Target is petrified
...
Type V / 20 / Target dies in 1 hour unless cured
Type W / 22 / Target dies in 10 minutes unless cured
Type X / 22 / Target dies in 1 round unless cured
This would allow the DM to literally "pick his poison" when deciding how the poison mechanics should work in his campaign.