ValhallaGH said:
To deal with the high-level-immunity issue, why not bump all Poison save DCs by +5?
That's not a half bad idea. It certainly has the benefit of being easy to implement.
ValhallaGH said:
P.S. Arsenic is 1 plus
1d8.
I realize that now... stupid typo.
DreadArchon said:
You could just make it do damage.
Hit point damage you mean? Good heavens, if anything, that'd likely make the players
less fearful of it.
Besides, some poisons already do.
Celebrim said:
{AND OTHER STUFF} ... Realistic disease and poison is just another sort of maiming.
Hold on... I'm not aiming for realistic. I'm not aiming for any sort of permanent effect. I'm not even necessarily aiming for deadlier (though that might be a secondary effect).
I'm aiming for "more dangerous", and an elimination of poison immunity through good saves. I want characters who make their poison saving throws to still feel the poison, if even only in a mildly debilitating fashion.
I want the same sort of feel -- nervous tension -- as in the action movies, when the hero gets poisoned... Did he drink enough to die? How long does have to get an antedote? Is he already starting to feel the effects?
Primitive Screwhead said:
Have you seen Sean Reynolds variant?
Web page Here
His continuing damage variant kinda levels out the poison from being an insta-kill while still leaving room for fear and danger from its effects.
I don't know... It seems to me that recovering the ability damage by one point per day is enough of a lingering effect already.
the Jester said:
Well, I like the idea of giving some poisons variant rules, much like diseases have. There might be one that required a save vs. poison damage thrice rather than twice, or one that kept doing damage until cured. I have some magical poisons imc that resist magical neutralization, too.
I really like some of the ideas being tossed around in this thread.
I think I'm coming to that same realization. For example:
CURARE (Injury only)
Curare is a strong muscle relaxant often used by natives of tropical jungles.
Primary effect (Immediate onset): No save; fatigued for 4d4x10 minutes.
Secondary effect (1d4 round onset): Fortitude save (DC 15) or paralyzed for duration of Initial effects.
Secondary effect (20 minute onset): Fortitude save (DC 10) or death.
Special: Each additional dose of curare increases the DCs of all secondary effects by +2.