Christopher Mathieu |
There's something the rules regarding drugs and addiction that isn't coming across very clearly.
To use an example, let's say that someone chokes down a pint of Dwarven Fire Ale. Now, according to the description, four things happen simultaneously:
- The imbiber has to make a DC 20 Fortitude save or become addicted
- He also gains the effect of the rage spell (importantly, gaining a +2 morale bonus to Constitution) for 1d4 rounds
- He also gains cold resistance 5 for an hour (irrelevant to this discussion)
- He takes 1d2 points of Constitution damage
In what order do you apply these? This is a case where the character's chances of becoming addicted are immediately dependent on whether or not you apply one (or both) of the other effects first.
Archaeik |
I would say apply the effects first, as you make the save after consumption, at which point you are already under the effects.
(And if you start with an odd Con score, remember that even so the Con damage doesn't have any effect unless you take at least 2 points of it.)
It doesn't matter if you start even or odd anymore, only Ability Drain takes effect 1 point at a time. Also, damage doesn't actually reduce your score, so it won't prevent you from using spells or feats, etc. Selective quoting below
Diseases, poisons, spells, and other abilities can all deal damage directly to your ability scores. This damage does not actually reduce an ability, but it does apply a penalty to the skills and statistics that are based on that ability.
Ability Drain: Ability drain actually reduces the relevant ability score. Modify all skills and statistics related to that ability.
Myrryr |
That actually seems more complicated and more annoying to keep track of. Plus it doesn't mesh well at all with the 'hit zero and die/become unconscious' part. It basically gives you extra bufferage that is non-intuitive.
Yeah, just gonna stick with the normal 'deals damage to the ability score' ruling.
Archaeik |
You don't hit zero.
If the amount of ability damage you have taken equals or exceeds your ability score, you immediately fall unconscious until the damage is less than your ability score. The only exception to this is your Constitution score. If the damage to your Constitution is equal to or greater than your Constitution score, you die.
You track it just the same, except the penalties are based directly off the damage. I don't find it any more difficult, just different.
Myrryr |
You don't hit zero.
Quote:If the amount of ability damage you have taken equals or exceeds your ability score, you immediately fall unconscious until the damage is less than your ability score. The only exception to this is your Constitution score. If the damage to your Constitution is equal to or greater than your Constitution score, you die.You track it just the same, except the penalties are based directly off the damage. I don't find it any more difficult, just different.
It's a second, separate way of tracking ability changes for no reason. Why differentiate it from the old way and ability drain when those worked fine before? Now you need to remember 'damage, I need 2 pts' and 'drain, is my Str odd or even', instead of just one thing to remember. It's further complexity for no reason whatsoever. Especially since now it can result in having a penalty that's off with what drain would be. 10 Con, 9 damage is -4 penalty whereas with drain it'd be a -5. The difference is just extra bookkeeping.