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What do you think of poison in d20
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<blockquote data-quote="Nyeshet" data-source="post: 2204068" data-attributes="member: 18363"><p>I came up with my own systems for diseases and poisons, but the latter is relatively new and not yet playtested. Generally, an animal toxin tends to have two or three low damage fort save poisons rather than just one, and the duration, etc of each can differ significantly. I assume that injury based poisons affect immediately and after one interval, but other poisons do not take effect until after a full interval - thus adding in a delay. Came up with some other rules for how long poisons last after extraction from the host creature, and a few others. Tried to base it off real world data, but trying to do anything beyond animals with toxins is difficult. There are not really any general categories for non-animal toxins (such as Hemolytic toxins, Postsynaptic neurotoxins, etc). I'd post it here but its about 3.5 pages long and it only covers the general rule set - not specific examples (one of the reasons I've yet to play test it). </p><p></p><p>The general idea is that a poison first damages actual ability, reducing an ability eventually to one (with enough damage, failed saves, etc). Any damage after the ability is reduced to one causes the toxin to damage the potential - reducing the maximum to which the ability can heal. Effectively it is drain divided into two parts. Once both are reduced to one any further damage requires a save vs death (due to the ability being reduced to zero). (Dex: paralysis of the heart/lungs; Str: organ damage; Con: obvious). </p><p></p><p>Slow poisoning is replicated via long interval / low damage poisons (1d2 or 1d3). Poisons have a number of intervals equal to the Con modifier of the creature they come from. If the poison is supernatural, of enhanced intensity (due to purification processes after extraction), etc it may have more. After extraction a poison tends to lose its potency rapidly unless it is properly stored, in which case the duration of its potency is based on days rather than hours. Of course, long inteval poisons will last for over two hundred days even if improperly stored - so long as they are not contaminated. With proper storage a long interval poison could last almost 14 years, after which is potency begins to fade. A short interval poison rarely lasts more than a month before fading, even with proper storage.</p></blockquote><p></p>
[QUOTE="Nyeshet, post: 2204068, member: 18363"] I came up with my own systems for diseases and poisons, but the latter is relatively new and not yet playtested. Generally, an animal toxin tends to have two or three low damage fort save poisons rather than just one, and the duration, etc of each can differ significantly. I assume that injury based poisons affect immediately and after one interval, but other poisons do not take effect until after a full interval - thus adding in a delay. Came up with some other rules for how long poisons last after extraction from the host creature, and a few others. Tried to base it off real world data, but trying to do anything beyond animals with toxins is difficult. There are not really any general categories for non-animal toxins (such as Hemolytic toxins, Postsynaptic neurotoxins, etc). I'd post it here but its about 3.5 pages long and it only covers the general rule set - not specific examples (one of the reasons I've yet to play test it). The general idea is that a poison first damages actual ability, reducing an ability eventually to one (with enough damage, failed saves, etc). Any damage after the ability is reduced to one causes the toxin to damage the potential - reducing the maximum to which the ability can heal. Effectively it is drain divided into two parts. Once both are reduced to one any further damage requires a save vs death (due to the ability being reduced to zero). (Dex: paralysis of the heart/lungs; Str: organ damage; Con: obvious). Slow poisoning is replicated via long interval / low damage poisons (1d2 or 1d3). Poisons have a number of intervals equal to the Con modifier of the creature they come from. If the poison is supernatural, of enhanced intensity (due to purification processes after extraction), etc it may have more. After extraction a poison tends to lose its potency rapidly unless it is properly stored, in which case the duration of its potency is based on days rather than hours. Of course, long inteval poisons will last for over two hundred days even if improperly stored - so long as they are not contaminated. With proper storage a long interval poison could last almost 14 years, after which is potency begins to fade. A short interval poison rarely lasts more than a month before fading, even with proper storage. [/QUOTE]
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