Poison! (not the band)

CombatWombat51

First Post
Hey, here's something wacky I worked up. I never liked the way poisons worked with the whole INSTANT effect, you feel fine for a minute and BAM you're in pain. I always thought it'd make more sense for it to work in a more gradual way. So here's what I did one bored day. Questions, comments, snide remarks?

Before I explain myself in English, here’s the crunchy bits:

Code:
Delivery		Onset			Onset Variable		Interval
Ingestion	-1	Hours		-2	2d8		-1	2 rounds	-2
Injection	--	Turns		-1	2d4		--	1 round		--
Inhaled		+1	Minutes		--	1d4		+1	0 rounds	+2
Contact		+2	Rounds		+2	


Duration		Damage*		Damage Variable
1d4 rounds	-1	Hit Points	--	1d4 points	--
2d4 rounds	--	Dexterity**	+1	2d4 points	+1
2d8 rounds	+1	Intelligence***	+2	2d8 points	+3
			Strength	+3	
			Constitution	+4

*If more than one type of damage is dealt, add +1 for each type beyond the first
**Each round the victim takes damage, he must make a Fort save (DC 10 + Dex damage taken) or be reduced to half speed for double the duration of the poison.
***Each round the victim takes damage, he must make a Fort save (DC 10 + Int damage taken) or fall unconscious for double the duration of the poison.

Now for English: Delivery is the method of delivery, obviously.
Onset and Onset Variable are combined to see how long before the poison begins to harm the victim. A turn is 10 minutes, but I still use the term.
The Interval how often the poison deals damage once it’s in the victim’s system. So a poison with an interval of 1 round deals damage every other round. An interval of 2 rounds means that the poison only deals damage every 3rd round, and an interval of 0 rounds means that the poison deals damage every round. I hope that made sense…
The duration is the amount of time that the poison stays active (damaging) in the victim’s body.
Damage is the type of damage that the poison deals. Ability damage is temporary, and recovers at the normal rate.
Damage Variable is the amount of damage that it deals.

There’s a complete example below.

My little system works similar to the one used in the DMG for constructing traps (although I reinvented the wheel without realizing it until it was too late). To calculate the Craft DC for any particular poison, you just add up all the modifiers, add 20, and viola.

The save DC of the poison itself is the total of the modifiers plus 10. All very easy.

You can voluntarily raise the Craft DC. In addition to raising the market price (covered in a second), it raises the Poison DC on a 1-for-1 basis.

A successful saving throw, which is made upon the exposure to the poison, doubles the onset time and adds 1 to the interval.

If the total modifiers are under 6 (including voluntarily raising the DC), multiply the total by 5 gp
If the total modifiers are between 6 and 10, multiply the total by 10 gp
If the total modifiers are over 10, multiply the total by 20 gp.

Example: Lets make some middle of the road plain ol’ poison.

Injection +0
Onset 2d4 Rounds +2
Interval of 1 round +0
Duration 2d4 rounds +0
Damage 2d4 hit points +1
And we’ll add some to the DC to make it more deadly +2

That’s a total of +5. So the Craft DC is 25, the poison’s DC is 15, and the market price is 25 gp for a dose.

Now, Johnny Assassin tests it out and stabs Granny Smith. Granny rolls her Fortitude save (DC 15) and fails. The DM rolls for the onset time (2d4 rounds) and privately notes it (5 rounds, in this case). The DM also rolls for the duration (also 2d4 rounds in this case) and privately notes it (4 rounds). After 5 full rounds go by, Granny smith starts to feel some pain. She takes 2d4 points of damage. Next round, she doesn’t take any damage because of the 1 round interval. Round 3, she takes another 2d4 damage. Nothing on round 4. It’s been 4 rounds, which was the duration of this particular dose, and the poison wears off. Granny doesn’t take any more poison damage, and proceeds to beat up Johnny with her purse.

If it would have had an interval of 2 rounds, she would have only suffered damage on the first and fourth rounds. If it wound have had a 0 round interval, she would have suffered damage every round. On a poison with a longer duration, a small interval can mean much more damage, hence the expense.

If everything about the poison was the same, but Granny made her save, then she wouldn't have suffered damage until 10 full rounds had passed (double the duration), and the interval would have been bumped up to 2 rounds, meaning damage on the 1st and 4th round in this case.

I hope all of that was clear.

Oh, and one more example poison since I'm dieing to do it.

Turkey
Ingestion -1
Onset 1d4 Turns +0
Interval 2 rounds -2
Duration 2d8 rounds +1
Damage 1d4 Int +2
And 1d4 Dex +1 (remembering to add an additional +1 for multiple damage types)

Total +2
Craft DC 22
Poison DC 12
Market Price 10 gp

Gotta love that sleepyness turkey gives!
 

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Nobody's said anything yet, so I'll have a go. :)

The most startling thing is how cheap poisons become. I can stat out a poison with an effect superior to Asabi Mist (Inh 12, 1d4/1d4 Con, 1000gp) under your system like so:

Delivery; Inhalation :+1
Onset; Rounds: +2
Onset Variable; 1d4: +1
Interval; 1 Round: +0
Duration; 1d4 Rounds: -1
Damage; Constitution: +4
Damage Variable; 1d4:+0
-----------------------------
Total: +8

This makes a DC 18 inhaled poison that deals 1d4Con damage twice and costs 80gp! This stuff is murder to the common man, and dirt cheap to boot. Ramping the damage die up to 2d4 makes it DC 19, cost 90gp and on average deals out 10 points of Con damage. This stuff is instant death to a commoner (or low level monster, for that matter) who does not have the save modifiers to stand any real hope of saving against it. The only saving grace is the craft DC is 29, which makes it only craftable by the most highly skilled (somewhere around 10th level gives sure crafting results, but a 8th level poisonmaker could pull it off most of the time). And for a paltry 90gp, what 10th level expert would be bothered?

I think your craft DC's are too high, and the price too low. Nobody in their right mind would make such difficult things for such a low market price, IMHO. Otherwise, I like the modularity and addition of other poison staples (paralysis, permanent stat damage, etc) would be interesting.
 

Alchemist said:
Nobody's said anything yet, so I'll have a go. :)

The most startling thing is how cheap poisons become. I can stat out a poison with an effect superior to Asabi Mist (Inh 12, 1d4/1d4 Con, 1000gp) under your system like so:

Delivery; Inhalation :+1
Onset; Rounds: +2
Onset Variable; 1d4: +1
Interval; 1 Round: +0
Duration; 1d4 Rounds: -1
Damage; Constitution: +4
Damage Variable; 1d4:+0
-----------------------------
Total: +8

This makes a DC 18 inhaled poison that deals 1d4Con damage twice and costs 80gp! This stuff is murder to the common man, and dirt cheap to boot. Ramping the damage die up to 2d4 makes it DC 19, cost 90gp and on average deals out 10 points of Con damage. This stuff is instant death to a commoner (or low level monster, for that matter) who does not have the save modifiers to stand any real hope of saving against it. The only saving grace is the craft DC is 29, which makes it only craftable by the most highly skilled (somewhere around 10th level gives sure crafting results, but a 8th level poisonmaker could pull it off most of the time). And for a paltry 90gp, what 10th level expert would be bothered?

I think your craft DC's are too high, and the price too low. Nobody in their right mind would make such difficult things for such a low market price, IMHO. Otherwise, I like the modularity and addition of other poison staples (paralysis, permanent stat damage, etc) would be interesting.

You've got a point about the cheapness. Thankfully, that's one of the easier things to fix (just pick higher numbers to multiply by).

Same goes for the Craft DCs...only add, say, 15, instead of 20. I especially like how you incorporated the difficulty with the logic of who'd work for peanuts at that skill. :D

Something else I was thinking about was to increase the damage type values by one each. So that HP costs +1, on down to Con costing +5.

I knew the actual values would be screwy, but I was hoping you guys could help me with that since I got the basic framework down.

Thanks for the comments, and who better from than a guy that goes by 'Alchemist' :cool:
 
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I like the idea of broadening the possible types of poisons. I also think the DMG poisons work too much the same, while real poisonous substances can be very different!

Having a general rule is fine to help DMs invent new poisons, but I prefer to have a list of specific poisons available in the world (such as the DMG list) rather than an option for players to craft a new poison with exact effect.
This is only about the feel of it; I like saying to my players that they can buy or "craft" viper poison, lotus extract, dragon bile or illithid goo and provide the effects. But you can of course use your idea to expand Craft (Poisonmaking) to any extent, if you wish.
 

Li Shenron said:
I like the idea of broadening the possible types of poisons. I also think the DMG poisons work too much the same, while real poisonous substances can be very different!

Having a general rule is fine to help DMs invent new poisons, but I prefer to have a list of specific poisons available in the world (such as the DMG list) rather than an option for players to craft a new poison with exact effect.
This is only about the feel of it; I like saying to my players that they can buy or "craft" viper poison, lotus extract, dragon bile or illithid goo and provide the effects. But you can of course use your idea to expand Craft (Poisonmaking) to any extent, if you wish.

I certainly agree. But before I make a bunch of "standard" poisons like you listed, I want to be sure that my system is sound. Then I can just pump out some good ol' black lotus extract and dragon bile ad nauseum.
 

CombatWombat51 said:
I certainly agree. But before I make a bunch of "standard" poisons like you listed, I want to be sure that my system is sound. Then I can just pump out some good ol' black lotus extract and dragon bile ad nauseum.

It's a great system.. The current breakdown is very much the D20 style.. Simplify things as much as possible, to make it quick, easy to deal with, and uninteresting.

I'm not sure how (if at all), this would play in to various "real world" types of poisons, but I welcome the improvement, in any rate.

Thanks!
 

e1ven said:
It's a great system.. The current breakdown is very much the D20 style.. Simplify things as much as possible, to make it quick, easy to deal with, and uninteresting.

"uninteresting" lol. Yeah, crunch > fluff and all that. Well, I'll at least have it known that I was reading over making potions in the 1E DMG this morning over coffee. Nothing says interesting like harvesting pumpkin seeds under the light of a full moon and brewing them with stuff like the eye of a basilisk and blood from a medusa's snakes :cool:

e1ven said:
I'm not sure how (if at all), this would play in to various "real world" types of poisons, but I welcome the improvement, in any rate.

Thanks!

Me neither :( I have almost precisely NO idea about real world poisons, and I didn't wanna ask the forum, since it might be seen as a little... too close to home, or dangerous, or something like that. Meh.
 

A few things: Why no wisdom damage? And Why only rounds in for the interval?

Overall very good, some holes.
 
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