Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Poisoncraft: Cracking the Cost Code
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Justin D. Jacobson" data-source="post: 4594544" data-attributes="member: 18946"><p>I'm cross-posting this from my <a href="http://www.onebadegg.com/egg/2008/12/poisoncraft-cracking-the-cost-code/" target="_blank">Scramble </a>entry over at One Bad Egg because I figured there'd be plenty of people here interested in the last part. I've seen a couple of older discussions on this thread misapprehending the poison rule in the DMG.</p><p></p><p>I’m knee-deep in development of Poisoncraft. I recently had a design breakthrough that had been giving me some fits. One of the core features of the Poisoncraft line is the poison creation system. And one of the core goals of the poison creation system is both a unified design and the ability to account for poisons already released by Wizards. That’s not always an easy thing. I remember when I was working on the original Poisoncraft, I had a terrible time trying to account for the absurdly low cost of drow poison indicated in the DMG. In the end, I had to fudge a little.</p><p></p><p>With Fourth Edition, the designers have done a great job of applying a unified design theory to just about everything. This makes the reverse engineering job that much easier, natch. Still, there’s always some fly in the ointment. This time around, it was the discrepancy between the costing of poisons in the DMG and the Adventurer’s Vault. We have poisons of similar level and effect with pretty drastic price differences. For the longest time, I couldn’t crack the code. Until yesterday....</p><p></p><p>I identified an extremely subtle yet crucial and ultimately satisfying discrepancy between the poisons themselves. The poisons in AV are one-shot consumables; they are effective for a single target and a single attack. The poisons in the DMG are effective for an entire encounter (more on this in a bit). Though it is not expressly identified in either text, this distinction gives us two classes of poisons. Part of the confusion comes from the fact that they are both simply referred to as "poison". To avoid this confusion I’ve tentatively titled them transient poisons and persistent poisons. Once we make this distinction, it is a relatively simple matter to develop creation systems for both.</p><p></p><p>As a bonus, these two classes of poison bring with them a larger design space as well. Now I can have poison families with rules for one class of poison, utility powers that only affect one class of poison, etc. How about a metapoison feat that allows a transient poison to last for two attacks? In play, these two classes of poison are susceptible to different strategies. A transient poison would do the trick for an assassination attempt; a persistent poison would be the better choice against the big battle with the BBEG.</p><p></p><p>Now, as promised, a note about the persistent quality of DMG poisons. The text is a little obtuse, and I’ve seen more than a few people misread it. However, I’m certain that the rule is as I read it. The text indicates: The poison takes effect the next time the weapon hits and deals damage. The poison’s effect is a secondary attack against the same target. If a poisoned weapon hits multiple targets, the poison attacks only the first target hit. Apply a Poison: Apply poison to a weapon. This is a standard action. Poison applied to a weapon loses its potency at the end of the encounter or after 5 minutes have passed. Some people have read the phrase "the poison attacks only the first target hit" to mean that the poison affects that first target and then stops being effective altogether. However, that interpretation improperly discounts the introductory clause "If a poisoned weapon hits multiple targets". The term "target" has a specific meaning, i.e., the subject of a specific single attack. It should not be confused with its general use as a synonym of enemy or opponent. It is evident that the limitation is there to avoid giving a disparate advantage for using poison to classes with a greater number of multiple-target weapon attacks. Compare the impact a persistent poison that affected all targets would have on a dual-wielding ranger as opposed to a warlock.</p></blockquote><p></p>
[QUOTE="Justin D. Jacobson, post: 4594544, member: 18946"] I'm cross-posting this from my [URL="http://www.onebadegg.com/egg/2008/12/poisoncraft-cracking-the-cost-code/"]Scramble [/URL]entry over at One Bad Egg because I figured there'd be plenty of people here interested in the last part. I've seen a couple of older discussions on this thread misapprehending the poison rule in the DMG. I’m knee-deep in development of Poisoncraft. I recently had a design breakthrough that had been giving me some fits. One of the core features of the Poisoncraft line is the poison creation system. And one of the core goals of the poison creation system is both a unified design and the ability to account for poisons already released by Wizards. That’s not always an easy thing. I remember when I was working on the original Poisoncraft, I had a terrible time trying to account for the absurdly low cost of drow poison indicated in the DMG. In the end, I had to fudge a little. With Fourth Edition, the designers have done a great job of applying a unified design theory to just about everything. This makes the reverse engineering job that much easier, natch. Still, there’s always some fly in the ointment. This time around, it was the discrepancy between the costing of poisons in the DMG and the Adventurer’s Vault. We have poisons of similar level and effect with pretty drastic price differences. For the longest time, I couldn’t crack the code. Until yesterday.... I identified an extremely subtle yet crucial and ultimately satisfying discrepancy between the poisons themselves. The poisons in AV are one-shot consumables; they are effective for a single target and a single attack. The poisons in the DMG are effective for an entire encounter (more on this in a bit). Though it is not expressly identified in either text, this distinction gives us two classes of poisons. Part of the confusion comes from the fact that they are both simply referred to as "poison". To avoid this confusion I’ve tentatively titled them transient poisons and persistent poisons. Once we make this distinction, it is a relatively simple matter to develop creation systems for both. As a bonus, these two classes of poison bring with them a larger design space as well. Now I can have poison families with rules for one class of poison, utility powers that only affect one class of poison, etc. How about a metapoison feat that allows a transient poison to last for two attacks? In play, these two classes of poison are susceptible to different strategies. A transient poison would do the trick for an assassination attempt; a persistent poison would be the better choice against the big battle with the BBEG. Now, as promised, a note about the persistent quality of DMG poisons. The text is a little obtuse, and I’ve seen more than a few people misread it. However, I’m certain that the rule is as I read it. The text indicates: The poison takes effect the next time the weapon hits and deals damage. The poison’s effect is a secondary attack against the same target. If a poisoned weapon hits multiple targets, the poison attacks only the first target hit. Apply a Poison: Apply poison to a weapon. This is a standard action. Poison applied to a weapon loses its potency at the end of the encounter or after 5 minutes have passed. Some people have read the phrase "the poison attacks only the first target hit" to mean that the poison affects that first target and then stops being effective altogether. However, that interpretation improperly discounts the introductory clause "If a poisoned weapon hits multiple targets". The term "target" has a specific meaning, i.e., the subject of a specific single attack. It should not be confused with its general use as a synonym of enemy or opponent. It is evident that the limitation is there to avoid giving a disparate advantage for using poison to classes with a greater number of multiple-target weapon attacks. Compare the impact a persistent poison that affected all targets would have on a dual-wielding ranger as opposed to a warlock. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Poisoncraft: Cracking the Cost Code
Top