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
*Dungeons & Dragons
status of 5e poison in summer 2017
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="CapnZapp" data-source="post: 7179503" data-attributes="member: 12731"><p>Okay, so my google-fu is failing me. </p><p></p><p>Is poison still kinda undefined, in that it RAW is nearly useless and each alternate interpretation of the rules makes it horrendously overpowered?</p><p></p><p>Or do we have functional rules for poison finally after three years of the game?</p><p></p><p>(Where "functional" means that poison use is a viable character build choice - not overpowered, not useless)</p><p></p><p>To reiterate the main points of contention:</p><p>* first off, the only kind of poison usage we're interested in here is the combat application of poison. Poison that you apply to a sword or arrow head. Poison you need to inhale or eat belongs to the social and exploration pillars - please let's focus on poison as a means to increase your DPR and/or impose debuff conditions. </p><p>* do a dose of poison (on a weapon here) last the full minute or one strike only? Are we still asking ourselves this question? It's a ridiculous choice. A single hit = poisons are horrendously overpriced and/or useless. A full minute's worth (easily forty attacks for a competent fighter) = poison is horrendously overpowered, and no martial character should ever leave home without poison kit proficiency.</p><p></p><p>What did the designers end up with? All I could find was some sage advice comment where Crawford said he was still thinking about it.</p><p></p><p>I am aware of the DMG errata, but not aware it changed anything. </p><p></p><p>Pre-errata:</p><p style="margin-left: 20px">Injury. A creature that takes slashing or piercing</p> <p style="margin-left: 20px">damage from a weapon or piece of ammunition coated</p> <p style="margin-left: 20px">with injury poison is exposed to its effects.</p><p></p><p>Post-errata:</p><p style="margin-left: 20px">Injury. Injury poison can be applied to weapons, ammunition,</p> <p style="margin-left: 20px">trap components, and other objects that deal piercing or</p> <p style="margin-left: 20px">slashing damage and remains potent until delivered through a</p> <p style="margin-left: 20px">wound or washed off. A creature that takes piercing or slashing</p> <p style="margin-left: 20px">damage from an object coated with the poison is exposed to</p> <p style="margin-left: 20px">its effects.</p><p>So it appears that DMG poisons went from one kind of broken to the other. </p><p></p><p>But PHB poison (Basic poison) wasn't errataed. </p><p></p><p>Does this mean Basic poison works differently than other poisons, and can't be used as a model of general poison rules?!</p><p></p><p>Where is all this discussed? Do you know of any well-regarded solutions? Have the designers said anything?</p><p></p><p>To be clear: in order for poison to be viable there needs to be a definite cost (both in gold and in social complications, but mostly in the risk of accidentally poisoning yourself) that explains why everyone and their mother aren't using poison. In other words, there needs to be a charbuild cost that results in only specialized characters (that sacrifices other aspects of your class) attempting regular combat poison usage. The effects of poison needs to be non-trivial, yet not completely overpowering, meaning more than one impact per dose, but far fewer than "as many as you can cram into ten combat rounds".</p><p></p><p>Ideally there would also be rules for harvesting poison from defeated monsters and rules that allow you to create (and not merely buy) poison yourself (and I don't mean one dose every blue moon, like the extremely slow crafting rules), but this I can accept falls outside the core rules.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7179503, member: 12731"] Okay, so my google-fu is failing me. Is poison still kinda undefined, in that it RAW is nearly useless and each alternate interpretation of the rules makes it horrendously overpowered? Or do we have functional rules for poison finally after three years of the game? (Where "functional" means that poison use is a viable character build choice - not overpowered, not useless) To reiterate the main points of contention: * first off, the only kind of poison usage we're interested in here is the combat application of poison. Poison that you apply to a sword or arrow head. Poison you need to inhale or eat belongs to the social and exploration pillars - please let's focus on poison as a means to increase your DPR and/or impose debuff conditions. * do a dose of poison (on a weapon here) last the full minute or one strike only? Are we still asking ourselves this question? It's a ridiculous choice. A single hit = poisons are horrendously overpriced and/or useless. A full minute's worth (easily forty attacks for a competent fighter) = poison is horrendously overpowered, and no martial character should ever leave home without poison kit proficiency. What did the designers end up with? All I could find was some sage advice comment where Crawford said he was still thinking about it. I am aware of the DMG errata, but not aware it changed anything. Pre-errata: [INDENT]Injury. A creature that takes slashing or piercing damage from a weapon or piece of ammunition coated with injury poison is exposed to its effects.[/INDENT] Post-errata: [INDENT]Injury. Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.[/INDENT] So it appears that DMG poisons went from one kind of broken to the other. But PHB poison (Basic poison) wasn't errataed. Does this mean Basic poison works differently than other poisons, and can't be used as a model of general poison rules?! Where is all this discussed? Do you know of any well-regarded solutions? Have the designers said anything? To be clear: in order for poison to be viable there needs to be a definite cost (both in gold and in social complications, but mostly in the risk of accidentally poisoning yourself) that explains why everyone and their mother aren't using poison. In other words, there needs to be a charbuild cost that results in only specialized characters (that sacrifices other aspects of your class) attempting regular combat poison usage. The effects of poison needs to be non-trivial, yet not completely overpowering, meaning more than one impact per dose, but far fewer than "as many as you can cram into ten combat rounds". Ideally there would also be rules for harvesting poison from defeated monsters and rules that allow you to create (and not merely buy) poison yourself (and I don't mean one dose every blue moon, like the extremely slow crafting rules), but this I can accept falls outside the core rules. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
status of 5e poison in summer 2017
Top