Poisons discussion
#9
As a follow up tp Hellstrom, some of the poisons simply vanish and fail to work on a bolt stack I've tried using them on. I've reported this problem before and it was found that poisons are simply inconsistent with actually applying to a weapon, at least when it comes to poisoning a stack of bolts.

(04-11-2015, 09:03 PM)Thayan Wrote: I just went through and greatly reduced the price of all poisons. Some have been reduced by several thousand gold, except for the two poisons that cause permanent abilities score decreases. I also turned off the restriction that the Use Poison feat is required, so that anyone can use them now as well. BUT, I also increased the Handle DC by quite a bit, so make sure you have decent dexterity before trying to use them or you'll poison yourself more often than not.

They can be applied to ranged weapons, melee weapons, and even food/drink items in Thay. Poison here lasts until the weapon successful hits a target, and should remain once applied to a weapon/food/drink even over server resets as well.

Overall though, I've always felt poisons in D&D 3.0 rules were pretty...'meh'. I feared poison a helluva lot more in games like Baldur's Gate (2nd edition rules), where poison would do damage for a number of rounds until either neutralized or it ran its course. This conversation has got me thinking that a type of wounding property, while not in alignment in D&D 3.x rules, might be a good way for poisons to start seeing some use. Especially after the large amount of time that was sunk into completely revising the poison system here long ago - and including all poisons types with it. Or, if nothing else, at least give Blackguards/Assassins an added benefit of wounding/poison damage with a successful strike. Kind of a hybrid of 2nd and 3rd edition rules. Any comments on that idea?

Poisons have always been a PvP heavy thing. If you wanted to beef poisons, why don't you make the stat debuff effects from poison vials require clerical attention instead of being able to rest them off?

For PvE, poisons are like additional assassin levels, useless. Even if you find an assassination mission target, the saves for many of the hostile NPCs are so high that mechanically it's a waste of gold to attempt to poison them.
Reply


Messages In This Thread
Poisons discussion - by Hellstrom - 04-10-2015, 08:25 PM
RE: Poisons discussion - by DarkRanger - 04-10-2015, 08:39 PM
RE: Poisons discussion - by Hellstrom - 04-10-2015, 08:47 PM
RE: Poisons discussion - by LifeLikeSage - 04-11-2015, 01:33 AM
RE: Poisons discussion - by Hellstrom - 04-11-2015, 03:42 PM
RE: Poisons discussion - by Kolde - 04-11-2015, 06:53 AM
RE: Poisons discussion - by Balanor - 04-11-2015, 09:03 PM
RE: Poisons discussion - by LifeLikeSage - 04-15-2015, 06:32 AM
RE: Poisons discussion - by Hellstrom - 04-21-2015, 01:59 PM
RE: Poisons discussion - by Bertram Anders - 04-11-2015, 10:29 PM
RE: Poisons discussion - by LifeLikeSage - 04-13-2015, 05:26 PM
RE: Poisons discussion - by Balanor - 04-13-2015, 07:24 PM
RE: Poisons discussion - by Hellstrom - 04-13-2015, 07:35 PM
RE: Poisons discussion - by LooseWilly - 04-13-2015, 08:07 PM
RE: Poisons discussion - by Balanor - 04-14-2015, 10:30 AM
RE: Poisons discussion - by Animayhem - 04-21-2015, 02:29 PM
RE: Poisons discussion - by Hellstrom - 04-21-2015, 03:56 PM
RE: Poisons discussion - by Balanor - 12-17-2015, 11:38 AM
RE: Poisons discussion - by Bertram Anders - 12-17-2015, 02:43 PM
RE: Poisons discussion - by Balanor - 12-17-2015, 03:13 PM
RE: Poisons discussion - by Muse - 12-17-2015, 06:28 PM
RE: Poisons discussion - by Sundraoi - 12-17-2015, 07:40 PM
RE: Poisons discussion - by Muse - 12-17-2015, 11:08 PM
RE: Poisons discussion - by Sundraoi - 12-17-2015, 11:54 PM
RE: Poisons discussion - by Balanor - 12-18-2015, 11:09 AM

Forum Jump:


Users browsing this thread: 27 Guest(s)