Psychic Warrior
First Post
Ghostwind said:I like the 3e mechanic but don't like how it breaks down at higher levels. Most poisons have Fort DC saves that are less than 18. Well, by 15th level most fighters are going to yawn at that even if they take 2d6 Con or Str damage. Because they know that a little healing or spell will fix them up right away. That's why I use the variant rule we created for Poisoner's Handbook that does hp damage every round in addition to ability damage. It makes poisons much more deadly and a reason to be feared. It's interesting to watch the party force the cleric to prepare slow poison and neutralize poison multiple times.![]()
I have never seen a 15th level character 'yawn' at 2d6 CON or STR damage. Especially when it happens in the middle of combat and they are either useless (due to vastly reduced damage) or too fragile (due to HP loss) to stay in the fight. Also there is the added threat that if something can poison you once it can poison you again. I do agree that higher DCs are needed and when I read the DMG's poison list I assumed it was just a starting point and not the be-all end-all definitive lists of poisons. HP damage can easily be worked into poisons but, for my game, I don't see the need yet (although it could be a real surprise to spring onthe PCs in the future).