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General Tabletop Discussion
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5E: Pick Your Poison
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<blockquote data-quote="CleverNickName" data-source="post: 5913427" data-attributes="member: 50987"><p>There are a variety of ways to handle poison in our favorite game. In this thread, I would like to discuss the many ways that toxins could be handled in the new edition.</p><p></p><p>My two coppers (coming from the perspective of a 3.5E player):</p><p></p><p>1. I would like to see poison handled as a type of "energy" damage. Yes, I know that toxins are not a form of energy. Neither is acid, but that doesn't seem to bother the designers very much. When poison strikes a creature or character, it would make my life a whole lot easier if it just scored extra damage, with a save to reduce/avoid it. Ability damage is tedious. Ongoing damage is a bookkeeping nightmare. Fancy effects like sleep and paralysis are best handled elsewhere (sleep and hold person spells, for example.) Just plain and simple damage, please.</p><p></p><p>2. I would like to see some real (and balanced) rules for poison as equipment. I know that poison is supposed to be a rare and dangerous substance that requires special equipment and training to use safely...so how is that different from magic? If we can brew potions to heal damage, why can't we brew potions to inflict it?</p><p></p><p>3. Poisoned weapons. You know, I used to roll my eyes when my players asked me for this, thinking that they were just looking for yet another way to over-buff their weapon damage. But then I got to thinking...if the druid can coat her scimitar with fire to deal extra damage, why can't the rogue coat his dagger with poison to do the same thing? If used properly, I think it would be a reasonable (and more plausible) alternative to handing out yet another <em>flaming +1 weapon</em>.</p><p></p><p>Ideas? Comments? Suggestions? Cries of outrage?</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 5913427, member: 50987"] There are a variety of ways to handle poison in our favorite game. In this thread, I would like to discuss the many ways that toxins could be handled in the new edition. My two coppers (coming from the perspective of a 3.5E player): 1. I would like to see poison handled as a type of "energy" damage. Yes, I know that toxins are not a form of energy. Neither is acid, but that doesn't seem to bother the designers very much. When poison strikes a creature or character, it would make my life a whole lot easier if it just scored extra damage, with a save to reduce/avoid it. Ability damage is tedious. Ongoing damage is a bookkeeping nightmare. Fancy effects like sleep and paralysis are best handled elsewhere (sleep and hold person spells, for example.) Just plain and simple damage, please. 2. I would like to see some real (and balanced) rules for poison as equipment. I know that poison is supposed to be a rare and dangerous substance that requires special equipment and training to use safely...so how is that different from magic? If we can brew potions to heal damage, why can't we brew potions to inflict it? 3. Poisoned weapons. You know, I used to roll my eyes when my players asked me for this, thinking that they were just looking for yet another way to over-buff their weapon damage. But then I got to thinking...if the druid can coat her scimitar with fire to deal extra damage, why can't the rogue coat his dagger with poison to do the same thing? If used properly, I think it would be a reasonable (and more plausible) alternative to handing out yet another [I]flaming +1 weapon[/I]. Ideas? Comments? Suggestions? Cries of outrage? [/QUOTE]
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