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*Pathfinder & Starfinder
Partial Saves for Poison...
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<blockquote data-quote="Pbartender" data-source="post: 3435836" data-attributes="member: 7533"><p>That's not a half bad idea. It certainly has the benefit of being easy to implement.</p><p></p><p></p><p></p><p>I realize that now... stupid typo. <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" /> </p><p></p><p></p><p></p><p>Hit point damage you mean? Good heavens, if anything, that'd likely make the players <em>less</em> fearful of it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>Besides, some poisons already do.</p><p></p><p></p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>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?</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>I think I'm coming to that same realization. For example:</p><p></p><p><strong>CURARE (Injury only)</strong></p><p>Curare is a strong muscle relaxant often used by natives of tropical jungles.</p><p></p><p>Primary effect (Immediate onset): No save; fatigued for 4d4x10 minutes.</p><p>Secondary effect (1d4 round onset): Fortitude save (DC 15) or paralyzed for duration of Initial effects.</p><p>Secondary effect (20 minute onset): Fortitude save (DC 10) or death.</p><p>Special: Each additional dose of curare increases the DCs of all secondary effects by +2.</p></blockquote><p></p>
[QUOTE="Pbartender, post: 3435836, member: 7533"] That's not a half bad idea. It certainly has the benefit of being easy to implement. I realize that now... stupid typo. :p Hit point damage you mean? Good heavens, if anything, that'd likely make the players [i]less[/i] fearful of it. ;) Besides, some poisons already do. 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? 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. I think I'm coming to that same realization. For example: [B]CURARE (Injury only)[/B] 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. [/QUOTE]
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