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5E: Pick Your Poison
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<blockquote data-quote="FireLance" data-source="post: 5913488" data-attributes="member: 3424"><p>I'd like poison to be handled like the 4e disease track with a twist: have a varying amount of time needed between each saving throw/Constitution check to determine whether effect gets better, worse, or remains the same.</p><p></p><p>So you can have quick-acting poisons which require checks every round and are useful in combat situations, and slow-acting poisons which require days to take full effect.</p><p></p><p>So a very basic quick-acting poison could have just one stage: character takes 5 hp damage at the start of his turn. If the DC to recover is 15, the character takes 5 hp damage at the start of his turn until he makes the necessary check (once per round) to recover from the poison.</p><p></p><p>A more complicated poison could have two stages: 1) character takes 5 hp damage at the start of his turn; and 2) character is dazed and takes 5 hp damage at the start of his turn. This poison would have a maintain DC (say 10) as well as a recover DC (say 15). A character at stage 1 must roll 10 or better to remain at this stage and 15 or better to recover. If he rolls 9 or less, he progresses to stage 2. At stage 2, he needs to roll 15 or better to get back to stage 1.</p><p></p><p>Slow-acting poisons are there simply because I would like the option and I feel that they have been under-used so far in D&D.</p></blockquote><p></p>
[QUOTE="FireLance, post: 5913488, member: 3424"] I'd like poison to be handled like the 4e disease track with a twist: have a varying amount of time needed between each saving throw/Constitution check to determine whether effect gets better, worse, or remains the same. So you can have quick-acting poisons which require checks every round and are useful in combat situations, and slow-acting poisons which require days to take full effect. So a very basic quick-acting poison could have just one stage: character takes 5 hp damage at the start of his turn. If the DC to recover is 15, the character takes 5 hp damage at the start of his turn until he makes the necessary check (once per round) to recover from the poison. A more complicated poison could have two stages: 1) character takes 5 hp damage at the start of his turn; and 2) character is dazed and takes 5 hp damage at the start of his turn. This poison would have a maintain DC (say 10) as well as a recover DC (say 15). A character at stage 1 must roll 10 or better to remain at this stage and 15 or better to recover. If he rolls 9 or less, he progresses to stage 2. At stage 2, he needs to roll 15 or better to get back to stage 1. Slow-acting poisons are there simply because I would like the option and I feel that they have been under-used so far in D&D. [/QUOTE]
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5E: Pick Your Poison
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