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General Tabletop Discussion
*Pathfinder & Starfinder
Likely poison mechanics
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<blockquote data-quote="erf_beto" data-source="post: 3901492" data-attributes="member: 47533"><p>I agree. </p><p></p><p>Of course, there will be a way to recover from the poison before the end of the encounter (<em>Neutralize Poison </em> spell will 'save' you), but perhaps the new 'save' mechanic is something related to Second Wind, or a skill check (Heal? Endurance? <img src="http://www.enworld.org/forum/images/smilies/paranoid.png" class="smilie" loading="lazy" alt=":uhoh:" title="Paranoid :uhoh:" data-shortname=":uhoh:" /> ) or even a Con check (modified by the half-level thingie) against a fixed DC (15+strength of the poison, in this case 5) ... Either way, it means you must stop for a few seconds to shake the effects off. I would like something like that (an active Defense), because this way players get the control back (i.e. the dice <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />), instead of wishing the DM rolls crap - and you only roll when the player wants to, instead of all the time...</p><p></p><p>Quick Question: how does SWSE handle poisons?</p><p></p><p>As for slow poisons, I guess they won't be coming up in combat rounds, so they will have a separate entry. So if count Olaf poisoned his guests' beverages, and a fight erupts just after dinner, everyone will fight normally... until the end of the encounter when the Count triumply claims he poisoned all the survivors! From them on, poison mechanics start to act: weakened, slowed, and other conditions apply; HP damage will be less likely to ocurr here, but every hour or day or so you get a -1 or -2 penalty to Str/Dex/Con checks (not the score itself) - when the penalty sums up to equal your ability score (or your level, for quick poisons), you're dead. I'm not saying this is how it <em>should </em> be done, but just that it <u>can</u> be done.</p></blockquote><p></p>
[QUOTE="erf_beto, post: 3901492, member: 47533"] I agree. Of course, there will be a way to recover from the poison before the end of the encounter ([I]Neutralize Poison [/I] spell will 'save' you), but perhaps the new 'save' mechanic is something related to Second Wind, or a skill check (Heal? Endurance? :uhoh: ) or even a Con check (modified by the half-level thingie) against a fixed DC (15+strength of the poison, in this case 5) ... Either way, it means you must stop for a few seconds to shake the effects off. I would like something like that (an active Defense), because this way players get the control back (i.e. the dice :p), instead of wishing the DM rolls crap - and you only roll when the player wants to, instead of all the time... Quick Question: how does SWSE handle poisons? As for slow poisons, I guess they won't be coming up in combat rounds, so they will have a separate entry. So if count Olaf poisoned his guests' beverages, and a fight erupts just after dinner, everyone will fight normally... until the end of the encounter when the Count triumply claims he poisoned all the survivors! From them on, poison mechanics start to act: weakened, slowed, and other conditions apply; HP damage will be less likely to ocurr here, but every hour or day or so you get a -1 or -2 penalty to Str/Dex/Con checks (not the score itself) - when the penalty sums up to equal your ability score (or your level, for quick poisons), you're dead. I'm not saying this is how it [I]should [/I] be done, but just that it [U]can[/U] be done. [/QUOTE]
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