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5E: Pick Your Poison
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<blockquote data-quote="Dausuul" data-source="post: 5913472" data-attributes="member: 58197"><p>I dislike poison damage. It's not that there isn't a case for poison dealing damage, it's the simplest way to handle it, but it just makes poison feel... boring. I like for poison to feel cheaty, unfair, a nasty surprise that bypasses all the usual ways PCs protect themselves. I also like for poison to have ramifications beyond a single fight.</p><p></p><p>What I would like to see is poison that imposes a nasty status effect and has an onset time measured in minutes or hours. So within an encounter, it has little or no effect. But if you can hit a foe with a poisoned weapon, run away, and come back in an hour, the odds will be slugged hard in your favor. If you're stung by a wyvern, you may kill the wyvern all right, but ten minutes later you're on the ground frothing and jerking while your fellow PCs try to get you to safety before the wyvern's mate shows up.</p><p></p><p>Poison thus becomes less of an encounter-level threat and more of an adventure-level one, the consequences of one encounter carrying through to the next. And it adds verisimilitude into the bargain (real-world poisons almost always take at least 30 seconds to kick in, usually minutes or hours).</p></blockquote><p></p>
[QUOTE="Dausuul, post: 5913472, member: 58197"] I dislike poison damage. It's not that there isn't a case for poison dealing damage, it's the simplest way to handle it, but it just makes poison feel... boring. I like for poison to feel cheaty, unfair, a nasty surprise that bypasses all the usual ways PCs protect themselves. I also like for poison to have ramifications beyond a single fight. What I would like to see is poison that imposes a nasty status effect and has an onset time measured in minutes or hours. So within an encounter, it has little or no effect. But if you can hit a foe with a poisoned weapon, run away, and come back in an hour, the odds will be slugged hard in your favor. If you're stung by a wyvern, you may kill the wyvern all right, but ten minutes later you're on the ground frothing and jerking while your fellow PCs try to get you to safety before the wyvern's mate shows up. Poison thus becomes less of an encounter-level threat and more of an adventure-level one, the consequences of one encounter carrying through to the next. And it adds verisimilitude into the bargain (real-world poisons almost always take at least 30 seconds to kick in, usually minutes or hours). [/QUOTE]
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