Ditto that. I'd totally support some elaborate rewriting of the poisons section. I can flavor-text combat to have it make sense, but when someone does shots of arsenic for fun because his saving throw is that high and hey, what's a little Con damage between friends, then I sort of want things to change. I mean, rattlesnake venom did what, 2d6 total Con damage if you fail both saves? They wanted to get things to reflect the ability to kill you, so they HAD to go with Con damage, but now too many of them are Con-based.
Off the top of my head, a few good changes I can think of -- and I could be so wrong that it's not even funny.
1) Let anything, even Strength damage, kill you eventually -- maybe when you drop to 0 in any one score, you switch over to Con next. SO if something does 4d6 Str, your guy with Str8 who gets hit for 17 loses all his Str and is then hit for 9 Con damage.
2) Customizable onset times. Why not roll for damage, then determine the time, and space it out? You take 8 points of Dex damage over a three minute period. Three minutes = 30 rounds, so essentially, once every four rounds, you lose a point of Dex, your hands shaking more and more as you fumble for the antidote...
3) Either harder saves and less damage or make a Fortitude Partial option. I really hate the idea of someone just chugging the arsenic and having no resulting problems because they're really tough and made both Fort saves without trouble. Sure, I can handwave it -- "You're able to give yourself some serious indigestion as your body forces it through you before it can absorb into the bloodstream, and your years of work with exotic chemicals have given you some natural immunity to chemical poisons..." But a lot of the time, it seems like a stretch.
4) Better ways to recover ability score loss. If it's from the poison, and you get an antidote, you ought to recover (at least somewhat) faster.
Dunno. Random thoughts.
Off the top of my head, a few good changes I can think of -- and I could be so wrong that it's not even funny.
1) Let anything, even Strength damage, kill you eventually -- maybe when you drop to 0 in any one score, you switch over to Con next. SO if something does 4d6 Str, your guy with Str8 who gets hit for 17 loses all his Str and is then hit for 9 Con damage.
2) Customizable onset times. Why not roll for damage, then determine the time, and space it out? You take 8 points of Dex damage over a three minute period. Three minutes = 30 rounds, so essentially, once every four rounds, you lose a point of Dex, your hands shaking more and more as you fumble for the antidote...
3) Either harder saves and less damage or make a Fortitude Partial option. I really hate the idea of someone just chugging the arsenic and having no resulting problems because they're really tough and made both Fort saves without trouble. Sure, I can handwave it -- "You're able to give yourself some serious indigestion as your body forces it through you before it can absorb into the bloodstream, and your years of work with exotic chemicals have given you some natural immunity to chemical poisons..." But a lot of the time, it seems like a stretch.
4) Better ways to recover ability score loss. If it's from the poison, and you get an antidote, you ought to recover (at least somewhat) faster.
Dunno. Random thoughts.