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Tranquilizer Darts?
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<blockquote data-quote="takyris" data-source="post: 1116680" data-attributes="member: 5171"><p>Oh, man, I'd completely forgotten about the Disabled descriptor. Yeah, that's perfect. </p><p></p><p>The disease progression idea is great. I agree that it might not work as well in conjunction with the Fort partial, because that would be a LOT more likely to kill people -- possibly making some poisons more dangerous than they are in real life. I don't know much about poisons, but I do know that most poisons act slowly enough that people have time to get to the hospital if they know what's going on.</p><p></p><p>So what if the hypothetical new version of poisons had something like:</p><p></p><p>Hypothetical Poison</p><p>Delivery: Ingestion</p><p>Save DC: 15 partial</p><p>Damage: 1d4 Dex(2) / 1d4 Con(3)</p><p>Activation Time: One minute</p><p>Increment: One hour</p><p></p><p>This means that the poison would have 5 total saving throws. The first save would happen after one minute, and that's when the 1d4 Dex damage would occur (or 1d2 if they make their save). The second would occur an hour later, and would be 1d4 Dex damage. The third, fourth, and fifth would each occur at one hour intervals thereafter, and each of THOSE saves would be to minimize the 1d4 Con damage. You could space out the damage once you had rolled it -- so that after a minute, if you rolled 2, you'd take one point of damage each half hour, and then at the hour mark, you'd roll for the next set, and if it was 3, you'd take one point of damage every 20 minutes (points of damage over a period of an hour), and so on.</p><p></p><p>Hypothetical Dart Thingie</p><p>Delivery: Injury</p><p>Save DC: 23 negates / 17 partial</p><p>Damage: Disabled(1) / Unconscious or 1d6 Dex(1)</p><p>Activation Time: Immediate</p><p>Increment: Two rounds</p><p></p><p>This means that the initial hit immediately disables the target unless he makes a very difficult Fort save -- basically, anyone who isn't a 300-pound bodybuilder is disabled, while the bodybuilder is roaring in pain but still functional. Two rounds later, the target has to save again or lose consciousness -- and even if they save, they take 1d6 Dex damage as the drugs wonk out their system -- over a two-round period.</p><p></p><p>This is definitely more bookkeeping, and in an FX-heavy campaign with a lot of magic, it might be more work than it's worth. But in a campaign without a ton of magic or magical healing, it might be a more interesting (and more realistic?) type of poison system than the existing set.</p></blockquote><p></p>
[QUOTE="takyris, post: 1116680, member: 5171"] Oh, man, I'd completely forgotten about the Disabled descriptor. Yeah, that's perfect. The disease progression idea is great. I agree that it might not work as well in conjunction with the Fort partial, because that would be a LOT more likely to kill people -- possibly making some poisons more dangerous than they are in real life. I don't know much about poisons, but I do know that most poisons act slowly enough that people have time to get to the hospital if they know what's going on. So what if the hypothetical new version of poisons had something like: Hypothetical Poison Delivery: Ingestion Save DC: 15 partial Damage: 1d4 Dex(2) / 1d4 Con(3) Activation Time: One minute Increment: One hour This means that the poison would have 5 total saving throws. The first save would happen after one minute, and that's when the 1d4 Dex damage would occur (or 1d2 if they make their save). The second would occur an hour later, and would be 1d4 Dex damage. The third, fourth, and fifth would each occur at one hour intervals thereafter, and each of THOSE saves would be to minimize the 1d4 Con damage. You could space out the damage once you had rolled it -- so that after a minute, if you rolled 2, you'd take one point of damage each half hour, and then at the hour mark, you'd roll for the next set, and if it was 3, you'd take one point of damage every 20 minutes (points of damage over a period of an hour), and so on. Hypothetical Dart Thingie Delivery: Injury Save DC: 23 negates / 17 partial Damage: Disabled(1) / Unconscious or 1d6 Dex(1) Activation Time: Immediate Increment: Two rounds This means that the initial hit immediately disables the target unless he makes a very difficult Fort save -- basically, anyone who isn't a 300-pound bodybuilder is disabled, while the bodybuilder is roaring in pain but still functional. Two rounds later, the target has to save again or lose consciousness -- and even if they save, they take 1d6 Dex damage as the drugs wonk out their system -- over a two-round period. This is definitely more bookkeeping, and in an FX-heavy campaign with a lot of magic, it might be more work than it's worth. But in a campaign without a ton of magic or magical healing, it might be a more interesting (and more realistic?) type of poison system than the existing set. [/QUOTE]
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