Deleted
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Poison
Jan 12, 2014 13:54:56 GMT -5
Post by Deleted on Jan 12, 2014 13:54:56 GMT -5
it bothers me just a tad that all poisons simply do extra damage. i think there should be different types of poisons. some that do damage like scorpions. some that immobilize by decreasing DX (and maybe some decrease IQ too) and some that tranquilize by decreasing IQ. of course, there could be some (mostly synthesized) poisons that decrease any combination of stats...or all of them. for instance, i would make most spider venom do only IQ damage. once you're unconscious, the spiders will immobilize you by wrapping you in their home-made plastic-wrap (webbing) and store you for later consumption. they like to keep their food fresh most snake venom would decrease DX. immobilize prey, swallow prey whole, digest on the go. snakes are real 'movers and shakers'! most scorpion venom would just do extra damage. of course, applying all of this with a high-degree of realism would quickly get complicated and tedious. i just felt it worth mentioning because i'd like to see some creatures and NPCs that employ different kinds of poisons. EDIT: simplified approach: let some poisons do damage, others just stun for random amounts of time. some do both.
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Poison
Nov 26, 2014 2:42:14 GMT -5
Post by reaperwolf on Nov 26, 2014 2:42:14 GMT -5
Agreed. All poisons have the following traits:
Potency: this is the modifier (usually number of dice you roll) vs. an attribute (usually STR) to resist the effects. Weak poisons would be 2D, moderate poisons 3D, strong poisons 4D+. This could also form the basis for medicine roll difficulties to cure/neutralize the poison.
Onset: how long does the poison take to kick in, very fast would be the same round, other poisons could take a few rounds, minutes, or even hours.
Frequency: Does the poison last a single interval, whether a round, minute, etc. or does it last several intervals? Is a single resistance roll sufficient to tough out the poison or do you have to make several.
Effects What the poison does, usually taking the form of damage, the standard +1d6 END/STR to the target or does it befuddle (damage IQ) or debilitate (damage STR) or slow (damage to DEX)? Alternatively the poison could have a set effect such as paralysis (no movement for a period of time), stun/daze (loss of one or more periods of time), reduce MOVE, etc.
Remedy: A specific or general curative/antidote to the specific poison.
Cost/Value: Cost in coins for purchase or value if a PC sells the poison/venom.
Special: Is the poison more or less effective against a particular race such as elves or general categories such as reptiles?
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Deleted
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Poison
Nov 26, 2014 14:50:38 GMT -5
Post by Deleted on Nov 26, 2014 14:50:38 GMT -5
that is a fantastic analysis and de-synthesis of the various aspects of poisons! very delicious and detailed food for thought! a straight implementation of those ideas might get a little too cumbersome for me, but these are excellent points to consider when creating critters and adventures.
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