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Tranquilizer Darts?
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<blockquote data-quote="Plane Sailing" data-source="post: 1116075" data-attributes="member: 114"><p>I like the cut of your jib, Tacky <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>walking to work this morning I had a potentially great idea for knockout poisons which give the kind of cinematic potential you outlined above</p><p></p><p>Primary effect: disabled</p><p>Secondary effect: unconcious</p><p></p><p>i.e. the primary effect is as if you were at 0hp exactly, and you are limited to either a move or a standard action.</p><p></p><p>Back to poisons in a more general sense, I think the simple change which I would be most likely to introduce would be Fort half saves, as you say. Nobody gets poisoned and laughs it off, it is *always* bad. Anyone had a wasp sting lately?</p><p></p><p>Something else as a potential in rewritten poison rules would be allowing poisons to continue to act... perhaps treating them more like diseases, in that you have to make a save every minute but you have to make two consecutive saves in order to throw it off? Wouldn't work so well in conjunction with Fort half ST though, and I like that idea better. </p><p></p><p>In reality nobody really throws off poisons without treatment, so perhaps it would be best to have the poison repeating every minute and a Treat Injury check of the appropriate DC is needed to actually neutralise the poison (at -4 without the appropriate medical equipment - the old "suck the poison out of the wound" routine). Fort (half) saves are allowed each minute in order to reduce the effect of the poison, but you NEED to get treatment of one kind or another to eliminate it.</p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 1116075, member: 114"] I like the cut of your jib, Tacky :) walking to work this morning I had a potentially great idea for knockout poisons which give the kind of cinematic potential you outlined above Primary effect: disabled Secondary effect: unconcious i.e. the primary effect is as if you were at 0hp exactly, and you are limited to either a move or a standard action. Back to poisons in a more general sense, I think the simple change which I would be most likely to introduce would be Fort half saves, as you say. Nobody gets poisoned and laughs it off, it is *always* bad. Anyone had a wasp sting lately? Something else as a potential in rewritten poison rules would be allowing poisons to continue to act... perhaps treating them more like diseases, in that you have to make a save every minute but you have to make two consecutive saves in order to throw it off? Wouldn't work so well in conjunction with Fort half ST though, and I like that idea better. In reality nobody really throws off poisons without treatment, so perhaps it would be best to have the poison repeating every minute and a Treat Injury check of the appropriate DC is needed to actually neutralise the poison (at -4 without the appropriate medical equipment - the old "suck the poison out of the wound" routine). Fort (half) saves are allowed each minute in order to reduce the effect of the poison, but you NEED to get treatment of one kind or another to eliminate it. Cheers [/QUOTE]
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