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Poisons in Next
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<blockquote data-quote="Uller" data-source="post: 6258200" data-attributes="member: 413"><p>First off, there are a lot of "D&DNext is gonna suck because..." threads. This is not one of those. I am enjoying D&DNext immensely. </p><p></p><p>I've played through a few Next adventures and have encountered a few instances where poison is used. It every instance it has simply been a Con save or take NdM poison damage. No ongoing effects. No secondary saves...it leaves me feeling...'meh'...I have done at least one "save or die" with a reasonably low DC (8).</p><p></p><p>AD&D had a poison types table. IIRC, it was basically the same (save or take damage, save or die, take damage even if you make a save, die if you don't, etc).</p><p></p><p>I think the game needs a "poisoned" condition. For instance, in our Murder in Baldur's Gate game, the party has enraged the Guild so some assassins have made some attempts to kill PCs. I'm the sort of DM that when a powerful enemy is trying to kill you, they don't mess around. So I introduced a poison used by one of the assassins:</p><p></p><p>On a hit, the victim..err...target must make a Con save where the DC is 8+INT+Prof Bonus of the Assassin (I figure using poisons is more an intelligence thing than a dex...but I could see dex being used (it takes some care to apply it correctly). On a failed save the target takes 1d4 poison damage and is Poisoned with a duration of 4d6 hours and a secondary save every hour. </p><p></p><p>Poisoned: A poisoned character cannot heal by any non-magical means until the poison is neutralized either with an antidote or magic such as protection from poison. The poison has a time period and a duration. The PC must make a new save for every time period or suffer the damage over again. If he passes the save by more than 10 or if he rolls a natural 20, he is no longer poisoned. </p><p></p><p>Poisons can do HP damage, reduce ability scores, force the victim to take disadvantage on attacks, impose other conditions (weakened, blindness, unconscious, paralyzed, slowed, etc). I know what folks are going to say...The DDN designers won't do this because it isn't 'fun' to play a character that has these penalties imposed on him for an extended time. That's fine...but I'm kinda old school and parties should be prepared for poison. It's part of the world they live in.</p></blockquote><p></p>
[QUOTE="Uller, post: 6258200, member: 413"] First off, there are a lot of "D&DNext is gonna suck because..." threads. This is not one of those. I am enjoying D&DNext immensely. I've played through a few Next adventures and have encountered a few instances where poison is used. It every instance it has simply been a Con save or take NdM poison damage. No ongoing effects. No secondary saves...it leaves me feeling...'meh'...I have done at least one "save or die" with a reasonably low DC (8). AD&D had a poison types table. IIRC, it was basically the same (save or take damage, save or die, take damage even if you make a save, die if you don't, etc). I think the game needs a "poisoned" condition. For instance, in our Murder in Baldur's Gate game, the party has enraged the Guild so some assassins have made some attempts to kill PCs. I'm the sort of DM that when a powerful enemy is trying to kill you, they don't mess around. So I introduced a poison used by one of the assassins: On a hit, the victim..err...target must make a Con save where the DC is 8+INT+Prof Bonus of the Assassin (I figure using poisons is more an intelligence thing than a dex...but I could see dex being used (it takes some care to apply it correctly). On a failed save the target takes 1d4 poison damage and is Poisoned with a duration of 4d6 hours and a secondary save every hour. Poisoned: A poisoned character cannot heal by any non-magical means until the poison is neutralized either with an antidote or magic such as protection from poison. The poison has a time period and a duration. The PC must make a new save for every time period or suffer the damage over again. If he passes the save by more than 10 or if he rolls a natural 20, he is no longer poisoned. Poisons can do HP damage, reduce ability scores, force the victim to take disadvantage on attacks, impose other conditions (weakened, blindness, unconscious, paralyzed, slowed, etc). I know what folks are going to say...The DDN designers won't do this because it isn't 'fun' to play a character that has these penalties imposed on him for an extended time. That's fine...but I'm kinda old school and parties should be prepared for poison. It's part of the world they live in. [/QUOTE]
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