[Poisons} - New rule thingamajig


Additional Rules

Sovereign Court

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

So, I know there is another thread going on poisons, but I thought I would rev up an idea I came up with over the summer for new poison rules. The original thread (and it's very, very short) can be found here.

If you don't want to read that, here are the alternate poison rules I posted there:

thefishcometh wrote:

Anyways, does anyone else feel like poisons work poorly in 3e and PFRPG? Now, I'm not for extreme realism in my games, but poison is just so weak in D&D. It is nigh impossible to kill someone with arsenic, unless you have around 5 doses and your victim is no higher than level 4. This just does not seem right to me. I'm not entirely sure how to fix it, but I think I may have a start. When you are poisoned, if you make your save, instead of it having no effect, the poison's effect is delayed by a number of "frequencies" equal to 1 plus the amount you beat the save by. If you beat the save by more than 10 or 15 (haven't decided), the poison has no effect. After each effect, you can make another save to delay the other effects.

For example, if you are poisoned by Arsenic, and get a 15 on your saving throw, the poison's primary effect is delayed by 3 rounds (1+2). After you suffer the primary effect, you make another save for delaying the secondary effects.

This makes poisons deadly to all, but the time delay means that PCs have a distinct advantage. Antivenin isn't particularly expensive, and it gives them more incentive to invest in Heal. By delaying the poison, you have time to stop it before you take the effects, but the effects are still deadly.

Comments? Ideas? Blech?


Shameless KA-BUMP.

Ideas? Anyone?

Community / Forums / Archive / Pathfinder / Playtests & Prerelease Discussions / Pathfinder Roleplaying Game / Design Forums / Additional Rules / [Poisons} - New rule thingamajig All Messageboards
Recent threads in Additional Rules