Craft Poison rules?

WolfDM32

First Post
Poisons! So, I have a couple players in my campaign interested in harvesting and using poisons. I'm thinking a survival check (thinking knowledge nature types of checks) to find and locate snakes and other venomous creatures. An additional survival check to trap the creature and then I'm not sure, would it be a craft poison to extract the right amount to use in battle, etc? Two players would be doing it or helping out with it. I'm thinking maybe 1d3 doses per day of crafting. Something like that. And as for the attribute that it bestows. I was thinking some type of random poison table level appropriate for the players. So, was thinking either the craft or the search for venomous creatures check if they score a 20 they find a really awesome concentrated poison or a larger amount than usual. Something like that. 1d6 instead of 1d3 uses, or paralyzing and poisoned status instead of 1d4 or 1d6 poisoning damage. Something like that. Does anyone have some balanced house rules to poisoning that makes it semi-useful, but not too overpowered? I think the DMG is very lacking on poisons. I understand the rare poisons to be extremely expensive, but, thousands of Gold for a 3 use item? Any thoughts?
 

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I like your ideas, especially the random effects chart (you could even give each potion type a different fluff text, e.g. "flying cobra venom" and "astral lotus extract" and stuff like that). I'd suggest a Survival check to find ingredients and an Int (poisoner's kit) check to make the poison.

I'd give this sort of potion a very short shelf-life. You don't want a player spending 3 weeks of downtime crafting potions and suddenly having 50 uses of a poison. That's like bonus damage constantly, which could be overpowered. Paralysis is even more powerful, and "poisoned" condition can be quite strong too. I think the better dynamic is, "Do we want to spend tomorrow crafting poison before we assault the lair?" A short shelf-life also makes these poisons "cheaper" than the ones in the book, which explains why your poisoner doesn't give up dungioneering for a profitable career as a poison-maker.
 

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