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[OOC] Arcanis: The Spear of the Lohgin
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<blockquote data-quote="Byrons_Ghost" data-source="post: 948859" data-attributes="member: 7396"><p>For now I would say that the 5% happens only when creating or extracting the poison (whichever is appropriate). Getting rid of that penalty would probably be about the equivalent of a feat. I've got the GR Assassin's Handbook and a couple of other alt poison rules sets, I just want to browse them and get an idea for how they work.</p><p></p><p>I agree that the prices of poisons are pretty ridiculous. It's essentially a game balance issue, the stat effects that poisons produce mean they need to have some sort of drawback. The 5% thing seems a little tacked on, and the prices aren't at all realistic for organic or herbal poisons. I really doubt that all those arrows fired at Indiana Jones were worth 500 gp apiece! (Though maybe the irate tribesmen just weren't aware that they were...)</p><p></p><p>Laws against poison are a kind of drawback, but it's not like people can automatically detect that you have the stuff. And even if they search your pack, how many guards are going to know deadly toxins from medicinal herbs or spell components? Precious few, I think.</p><p></p><p>In tabletop we just sort of ignored the whole poison thing, the PCs never used it and so I rarely had bad guys use it (unless it was an assassin or a natural ability or something like that). So I'll just have to sort of poke around and see what I'd like to adapt for this.</p></blockquote><p></p>
[QUOTE="Byrons_Ghost, post: 948859, member: 7396"] For now I would say that the 5% happens only when creating or extracting the poison (whichever is appropriate). Getting rid of that penalty would probably be about the equivalent of a feat. I've got the GR Assassin's Handbook and a couple of other alt poison rules sets, I just want to browse them and get an idea for how they work. I agree that the prices of poisons are pretty ridiculous. It's essentially a game balance issue, the stat effects that poisons produce mean they need to have some sort of drawback. The 5% thing seems a little tacked on, and the prices aren't at all realistic for organic or herbal poisons. I really doubt that all those arrows fired at Indiana Jones were worth 500 gp apiece! (Though maybe the irate tribesmen just weren't aware that they were...) Laws against poison are a kind of drawback, but it's not like people can automatically detect that you have the stuff. And even if they search your pack, how many guards are going to know deadly toxins from medicinal herbs or spell components? Precious few, I think. In tabletop we just sort of ignored the whole poison thing, the PCs never used it and so I rarely had bad guys use it (unless it was an assassin or a natural ability or something like that). So I'll just have to sort of poke around and see what I'd like to adapt for this. [/QUOTE]
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