Poison rules?

rushlight

Roll for Initiative!
I originally posted this in the Rules forum, but it probably should have gone here... Anyway here goes.

I was wondering how others deal with the Poison rules in the DMG. I don't particularly like the fact that every poison in the known universe lasts exactly 1 minute. (Or at least, that's how the rules make it appear...) Under the current system, poison is rarely relevent in combat, as most combats last fewer than 10 rounds. Therefore, the only thing poison really does is deal it's initial damage, so it's more like a regular attack and less like an ongoing problem.

Here's the way we deal with it, but I was interested in getting other's opinions on alternate methods as well as how you think this works.

1) Find the Increment and Max damage of the poison. The Max damage is the maximum amount of damage that can be done by the poison. Small Centipede poison for example is 2/2 Dex (1d2 initial and 1d2 secondary), or Insanity Mist is 4/12 Wis (1d4 initial and 2d12 secondary). The increment is the number of the dice rolled to find the damage. Small Centipede would be 1/1 (the first 1 from the 1d2 intial, and the second 1 from the 1d2 secondary), or Insanity Mist would be 1/2 (from the 1d4 initial and the 2d12 secondary).

2) Roll Fort save every round once the poison is active. For every failed save, you lose the increment from the relevent stat. So if you were infected with Small Centipede poison, and you failed your roll you'd lose 1 Dex (the first increment). On the next round, if you failed again, you'd lose the increment again, and so on until the Max for the initial damage is taken. Once the max from the initial is taken, move on to the initial from the Secondary. If for example, you were infected with Insanity Mist and you failed all of your first 4 saving throws, you would have taken 4 points of Wis damage. On your 5th roll, you would lose 2 Wis points, the secondary increment. Since you've taken all the initial damage, you would continue taking the secondary damage until all of that damage had been taken. Once all damage is taken, the poison has run it's course. Passed saving throws mean nothing occurs, and could stop the poison altogether.

3) Of course, it's possible to save out before taking all the damage from a poison. If you pass two consecutive saves in a row, then you have proven resistant to that poison, and take no further damage from that poison at all. Of course you could get re-poisoned...

4) Last, posions that have specific effects (like Paralysed or Unconscious) simply causes those effects. Poisons that have an effect of '0' means that after the initial saving throw, either one minute passes before the next saving throw (if the '0' is initial damage) or that the poison has no further effects (if the '0' is secondary damage).

So, you can see that these rules can be a tad cumbersome, but once you get the flow it brings back the feel of poison. It becomes an ongoing effect that is important every round. Anyone have a better plan that keeps the ongoing feel of poison?
 

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you've increased realism but it seems very time consuming and doesn't really reflect things like some snake venoms which can take hours to completely affect a human sized target.

Most poisons are not as fast working as the rules indicate but it makes it fairly easy to track. Just two saves. One way of adjusting it would be to change the two saves to be an onset roll and a follow up time (both with set timing). So a poison might have a onset of 1 round (very fast acting), 1 minute (fairly fast acting), 1 hour (average), 1 day (slow), 1 week (very slow). Upon being exposed to the poison, the character makes a Fort save. If it is a failure, they take the poisons damage after the timing has elapsed. Regarldess of success or failure of the first save, after the timing elapses once they save again. If they fail, they take damage again and must make another save after the timing elapses again. If they succeed on the second save, then they have fought off the poison and need not make future saves.

So for a snake bite with a onset of 1 hour and damage of 1d3 dex:
1) BITTEN: the character makes a save. If they fail they take 1d3 dex damage after one hour. If they succeed they take no damage.
2) After that hour they save again. If they succeed they have purged the poison. If they fail they take another 1d3 dex damage and must save after another hour.

As a rule, the higher the onset time, the lower the save DC and damage should be. Those with onset times of 1 day or more might be very rare and nearly impossible to resist without magical aid.

Onset....................Avg DC..................Damage
---------------------------------------------------------------------
1 round..................10-16...................1 or 1d2 or 1d3
1 minute................14-20...................1d2 or 1d3 or 1d4
1 hour....................19-25...................1d4 or 1d6 or 1d8
1 day.....................24-30...................1d6 or 1d8 or 1d10
1 week...................29-35...................1d8 or 1d10 or 1d12

These are only guidelines of course. This way, quick acting poisons can be dangerous but not necessarily fatal while the slower poisons can be useful for campaign hooks or secret assassinations but would not be used in combat much.

What do you think?
 

I appreciate you desire to have more realism with poison, but I think the system you've proposed would be a nightmare to keep track of.

Consider the following: A player is fighting derro, each of which has poisoned their crossbows. On the first round he is struck by three bolts. On the second round he is struck by four more bolts, and on the third round he is struck by one more. Using your system, you have 8 seperate poisonings, of which you have to keep track of the amount of damage the poisoning dealt and the duration of the poisoning, as well as making 8 seperate saving throws every single round!

If you want a more realistic system, I would simply add new intervals to certain poisons, say 10 minutes, 1 hour, 2 hours. After all, in the real world some poisons keep working for hours after you have been poisoned. So a new listing for a poison might be 1-2 Dex/1-6 Dex/1-6 Dex/1 Dex*/1 Dex*. This listing would mean that initial damage is 1-2 Dex, after 1 minute it does another 1-6 Dex, after 10 more minutes it does yet another 1-6 Dex, after 1 hour it does 1 point of permanent Dex damage, and after 2 hours it does 1 more point of permanent Dex damage.

Obviously, not all poisons will have such extended effects, but some certainly should.

At any rate, you should keep in mind that most poisons in the real world do not have an instantaneous effect. The onset time of most poisons is measured in minutes, or even 10's of minutes.
 

Yeah....The original proposed system would really be a DM's nightmare...However, not all poisons have a uniform acting time...
However in real life, there is no access to "neutralize Poison" spells.....

The only way to go about it would be to specify specific times for each poison...
What about this:

Intial Save, then the secondary damage is spread out over 10 rounds (more for longer lasting poisons). So, for, say, Gennblood Oil: Initial Save Fort DC 13, or 1pt CON damage, then Secondary damage 1d2 CON.

Now, that 2 CON is spread out over 10 rounds after the save, so that on a failed save, 5 rounds after Initial damage is taken, 1 pt CON damage is taken, then 10 rounds after initial damage is taken, 1 more pt of CON damage is taken. At this point, the character can make the Secondary Save (which always happens after 10 rounds has elapsed), which would allow him to avoid taking any more damage. If he fails, he will continue to accrue Secondary damage for another ten rounds until he can make another save. If he fails that...well, you get the idea.

It needs some refining, but might it work?
 



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