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General Tabletop Discussion
D&D Older Editions
Poison mechanics for OSE/B/X
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<blockquote data-quote="Composer99" data-source="post: 8961716" data-attributes="member: 7030042"><p>How about having what amounts to two different poisons:</p><ul> <li data-xf-list-type="ul">poison that does extra damage when you fail a saving throw (if you want it to be a consistent threat across levels, make the damage a fraction of your maximum hit points instead of a fixed damage expression), or half as much on a successful save</li> <li data-xf-list-type="ul">poison that eventually kills you</li> </ul><p></p><p>For the <strong>poison that eventually kills you</strong>, I would suggest, if you want a very simple implementation that adds a touch of granularity/interactivity, cribbing the "save until you get three failures, then you're dead" idea from 4e/5e D&D death saving throws.</p><p></p><p>In short:</p><ul> <li data-xf-list-type="ul">When you're exposed to a poison that eventually kills, you roll a saving throw; you avoid becoming poisoned on a success.</li> <li data-xf-list-type="ul">On a failed save, you become poisoned; this could be a simple "poisoned" condition (like 5e has), during which time you also make saving throws against poison.</li> <li data-xf-list-type="ul">At the start of each time unit over the scale the poison acts at (could be rounds, dungeon turns, hours, or even days for something very slow-acting), roll a saving throw vs poison.</li> <li data-xf-list-type="ul">Keep rolling until you collect three failures, whereupon you die. You start keeping track once you're poisoned, so the initial save doesn't count towards the number of failures.</li> <li data-xf-list-type="ul">Successes just keep you from dying. (Better hope you have an antidote or magic to hand!)</li> </ul><p></p><p>Poisons that would originally have instantly killed you now act on a scale of rounds, so you're still dying pretty quick.</p><p></p><p>[HR][/HR]</p><p>If you want to get fancy, you can have different kinds of poisons that have different effects, or poisons that become progressively worse as you fail saving throws, or poisons that have long-lasting effects but take multiple doses to kill you. But I wouldn't add all that in except specifically in games where the PCs are interested in using poison a lot.</p><p></p><p>Also, poisons that still do instantly kill you could reman in the hands (or stingers or fangs) of a few especially dreaded monsters.</p></blockquote><p></p>
[QUOTE="Composer99, post: 8961716, member: 7030042"] How about having what amounts to two different poisons: [LIST] [*]poison that does extra damage when you fail a saving throw (if you want it to be a consistent threat across levels, make the damage a fraction of your maximum hit points instead of a fixed damage expression), or half as much on a successful save [*]poison that eventually kills you [/LIST] For the [B]poison that eventually kills you[/B], I would suggest, if you want a very simple implementation that adds a touch of granularity/interactivity, cribbing the "save until you get three failures, then you're dead" idea from 4e/5e D&D death saving throws. In short: [LIST] [*]When you're exposed to a poison that eventually kills, you roll a saving throw; you avoid becoming poisoned on a success. [*]On a failed save, you become poisoned; this could be a simple "poisoned" condition (like 5e has), during which time you also make saving throws against poison. [*]At the start of each time unit over the scale the poison acts at (could be rounds, dungeon turns, hours, or even days for something very slow-acting), roll a saving throw vs poison. [*]Keep rolling until you collect three failures, whereupon you die. You start keeping track once you're poisoned, so the initial save doesn't count towards the number of failures. [*]Successes just keep you from dying. (Better hope you have an antidote or magic to hand!) [/LIST] Poisons that would originally have instantly killed you now act on a scale of rounds, so you're still dying pretty quick. [HR][/HR] If you want to get fancy, you can have different kinds of poisons that have different effects, or poisons that become progressively worse as you fail saving throws, or poisons that have long-lasting effects but take multiple doses to kill you. But I wouldn't add all that in except specifically in games where the PCs are interested in using poison a lot. Also, poisons that still do instantly kill you could reman in the hands (or stingers or fangs) of a few especially dreaded monsters. [/QUOTE]
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