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Poisons in D&D
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<blockquote data-quote="interwyrm" data-source="post: 3226535" data-attributes="member: 31913"><p>I would suggest that a character (or npc) can make a heal check to determine what kind of poison has been used. You could either use the original save dc for the poison, or just make up one for a specific poison. The second option is probably better, as it is likely that a very deadly poison with a high save dc might be easier to identify. </p><p></p><p>Price for poisons should scale with</p><p>1. The deadliness of the effect</p><p>2. The save dc</p><p>3. The difficulty to diagnose the poison.</p><p></p><p></p><p>Having some poisons deal ability damage is fine. Others should cause conditions such as 'stunned', 'nauseated', 'sickened', 'dazed', 'unconscious', and death. Poisons should also have varying onset times, as well as different amounts of time until secondary effects occur. Some poisons should also continue after a secondary effect, for example, one that does 1 strength damage every hour for six hours. </p><p></p><p>Some other good ideas I've seen are poisons with multiple components. For example, one part is consumed, the other part is contact poison. The victim, and the rest of his table is fed a meal with the consumed part of the poison. The assassin applies the contact part to her lips, and spends the night with the target. The target dies. The assassin, however, has no problem with the contact poison touching her.</p></blockquote><p></p>
[QUOTE="interwyrm, post: 3226535, member: 31913"] I would suggest that a character (or npc) can make a heal check to determine what kind of poison has been used. You could either use the original save dc for the poison, or just make up one for a specific poison. The second option is probably better, as it is likely that a very deadly poison with a high save dc might be easier to identify. Price for poisons should scale with 1. The deadliness of the effect 2. The save dc 3. The difficulty to diagnose the poison. Having some poisons deal ability damage is fine. Others should cause conditions such as 'stunned', 'nauseated', 'sickened', 'dazed', 'unconscious', and death. Poisons should also have varying onset times, as well as different amounts of time until secondary effects occur. Some poisons should also continue after a secondary effect, for example, one that does 1 strength damage every hour for six hours. Some other good ideas I've seen are poisons with multiple components. For example, one part is consumed, the other part is contact poison. The victim, and the rest of his table is fed a meal with the consumed part of the poison. The assassin applies the contact part to her lips, and spends the night with the target. The target dies. The assassin, however, has no problem with the contact poison touching her. [/QUOTE]
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