Numion said:Wow. I never realized that poison is such an important part of some people campaigns .. whole campaigns centered around poison![]()
Just wow.
For whats it worth, I do use poison in my campaigns, but no plot hinges on it. Clerics are immune to it anyway past certain level.
BelenUmeria said:I have never seen a player keep delay poison, neutralize poison, remove curse etc in their spell lists, just in case.
ThirdWizard said:For a fighter, I think its worth a feat. What if you count in the light fortification that doesn't count toward armor maximum bonuses? I'm wondering if you offered a feat at 1st level equivalent to Adamantine Body (+8 AC DR 2/adamantine, +1 max Dex, -ACP +ASF) for anyone who wanted to take it, would your players do so? Fighter PCs?
ThirdWizard said:Humans have +1 feat and one extra skill that they can max. At high levels, that isn't much. Usually what its good for is taking PrCs early or qualifying for chains early, but at higher levels, you're going to have those anyway. So, who's ahead here? The guy who is immune to poison, disease, and negative levels, etc, or the guy who has an extra feat and skill? I don't know about you, but poison, disease, and negative levels come up a lot at high levels in my games.
ThirdWizard said:IMO what they should have done instead of make the armor feats is to just make it so that warforged have to spend extra for armor to have it attached to them and pay something to have it removed.
Klaus said:I answered the "how much would adamantine sell for" in another thread. The short answer would be "not much, actually".
Storm Raven said:The ironic thing is the more often you use poison as a plot point in a game, the less effective it is. If you use it all the time, the party casters who are able to, stock up on anti-poison magic, and nullify the threat easily. If you use poison very rarely, then they don't, so it is more dangerous when it does pop up. DMs worried about the warforged spoiling poison based plots are probably using posion way too much.
BelenUmeria said:Really? Where does it say that clerics are immune to poison? I thought they had to have the spell selected for the day in order to cast it. IMO, very few clerics ever keep that spell memorized. Instead, they wait for the next day in order to relieve the effects of poison.
I have never seen a player keep delay poison, neutralize poison, remove curse etc in their spell lists, just in case.
BelenUmeria said:The arguments I have seen in favor of the warforged revolve around his lack of good healing, which is a weak argument. PCs expect to be in combat and know they will need healing. I doubt someone would play a warforged in a game without a cleric or artificer. All the "he doesn't heal normally" comments are missing the issue. Combat is a part of the game. I have not yet met a player who will not make sure that they have access to some type of healing.
Poison, disease etc are usually great to enhance the plot of a game because they are not standard, so the warforged directly and negatively impact a GM via railroading.
BelenUmeria said:Poison, disease etc are usually great to enhance the plot of a game because they are not standard, so the warforged directly and negatively impact a GM via railroading.
Storm Raven said:So, elves negatively impact that GM via railroading because they are immune to sleep and ghoul paralysis? I don't buy it. Disease and poison are generally a minor part of most low-level games, a minor nuisance at best, and if the best you can come up with is poison and disease, you're being too limited. Hitting melee types of any race with Fortitude saves (like saves against poison or disease) is usually not worth much of your time. Will saves are the way to challenge most warforged (actually most combat types in general), and they are generally as vulnerable to those as anyone else.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.