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Poison Tweaking..
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<blockquote data-quote="Three_Haligonians" data-source="post: 3066098" data-attributes="member: 19546"><p>I am not a fan of the current poison rules. Eventually, poison becomes a non-factor; high-level characters reach a point where they can only fail their Fort. save on a natural 1. The rest of the time, it doesn't bother them at all save for a few poisons with high DCs, and even then, really high level characters won't be bothered by them either.</p><p></p><p>So I was thinking on what to do, and I considered poison in real life. It seems to me (and I fully admit I have no knowledge on this subject - I am speculating) that when a person is poisoned it doesn't matter how healthy, or how tough they are - they are still affected in some way. Obviously, different poisons do different things to different people depending on the circumstances but as far as I can tell, no-one ever resists a poison so completley that it does nothing to them at all, unlike the D&D system.</p><p></p><p>So how is this for a simple fix? A successful Fort save halves the damage done. Now, I understand that ups the power level since what used to do 0 con damage on a save now does 1d6/2 or what have you and non-damaging poisons that deal paralysis or unconsciousness have to be altered as well but generally speaking is it a good start</p><p></p><p>What do you think?</p><p></p><p>J from Three Haligonians</p></blockquote><p></p>
[QUOTE="Three_Haligonians, post: 3066098, member: 19546"] I am not a fan of the current poison rules. Eventually, poison becomes a non-factor; high-level characters reach a point where they can only fail their Fort. save on a natural 1. The rest of the time, it doesn't bother them at all save for a few poisons with high DCs, and even then, really high level characters won't be bothered by them either. So I was thinking on what to do, and I considered poison in real life. It seems to me (and I fully admit I have no knowledge on this subject - I am speculating) that when a person is poisoned it doesn't matter how healthy, or how tough they are - they are still affected in some way. Obviously, different poisons do different things to different people depending on the circumstances but as far as I can tell, no-one ever resists a poison so completley that it does nothing to them at all, unlike the D&D system. So how is this for a simple fix? A successful Fort save halves the damage done. Now, I understand that ups the power level since what used to do 0 con damage on a save now does 1d6/2 or what have you and non-damaging poisons that deal paralysis or unconsciousness have to be altered as well but generally speaking is it a good start What do you think? J from Three Haligonians [/QUOTE]
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