I'm raising this thread from the dead to give everyone fair warning that a change will be coming to poisons soon in which most poison will become more dangerous based on the discussions held here earlier this year. The changes will apply to monster bolt, cone, pulse, claw, and bite poison attacks, the poison spell, and weapons or food that have been poisoned by a PC (or DM possessed NPC) with a specific type of poison. So stock up on antidotes, find the special questgiver that rewards a temporary poison-immunity item, or join a faction with a faction item that has the permanent poison immunity on it - you're going to want to have them. Because poison in an assassin-and-betrayal-filled Thay will finally become more than just an annoyance since it will be possible to actually hurt, or even kill, someone with it. Halleluiah.
The Details of What's Changing -
First, Thay's poisons will soon cause damage in the amount of their Save DC over the course of every turn (minute) until either neutralized or a save is eventually made to overcome it. Damage from poison is spread out evenly over the course of the turn, so in some cases the damage will occur every 2 seconds or less (Gargantuan Spider Venom with a DC of 36), while in other cases it will 'only' occur as often as every 6 seconds (Nightshade with a DC of 10). The list of Save DCs, which will translate to damage/turn, can be found here - http://nwn.wikia.com/wiki/Poison
Next, poison will be recurring each turn, rather than the one-turn-and-done system we have had with the default NWN gameplay. So that means almost all poison will not leave someone's system until they either succeed against the secondary effect saving throw at the end of the turn, succeed against the initial saving throw that will immediately follow at the beginning of the next turn, or they drink an antidote/use magic to neutralize the poison. So even lower-DC poisons can result in severely depleted ability scores, and a significant amount of damage, if the target fails multiple saving throws to overcome the poison and doesn't have a way to neutralize it. In Thay, as in the real world, death by poison may be a debilitating, slow, and painful affair...
Finally, if poison damage drops a PC to less than 1 hit point, they will not go through the bleeding process but instead die immediately. Essentially your bleeding process with poison will be when it's causing damage over the minute(s) that you're able to do something about stopping it. This is similar to how dying from hunger or thirst, or sustaining a massive amount of killing damage, works as well. Raise Dead or putting your fate in the hands of your mysterious allies (respawning) will be the only ways to save a PC whose body succumbs to poison. So in those very rare circumstances, where PvP Guidelines have been followed, when you truly want the other PC dead with no chance of stabilizing while bleeding after you stick them with a blade....use poison.
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If you have any questions, comments, concerns - or would really like to see something *not* go into effect as explained about, feel free to post here or PM me. Otherwise, changes to poisons will likely occur sometime this weekend.
The Details of What's Changing -
First, Thay's poisons will soon cause damage in the amount of their Save DC over the course of every turn (minute) until either neutralized or a save is eventually made to overcome it. Damage from poison is spread out evenly over the course of the turn, so in some cases the damage will occur every 2 seconds or less (Gargantuan Spider Venom with a DC of 36), while in other cases it will 'only' occur as often as every 6 seconds (Nightshade with a DC of 10). The list of Save DCs, which will translate to damage/turn, can be found here - http://nwn.wikia.com/wiki/Poison
Next, poison will be recurring each turn, rather than the one-turn-and-done system we have had with the default NWN gameplay. So that means almost all poison will not leave someone's system until they either succeed against the secondary effect saving throw at the end of the turn, succeed against the initial saving throw that will immediately follow at the beginning of the next turn, or they drink an antidote/use magic to neutralize the poison. So even lower-DC poisons can result in severely depleted ability scores, and a significant amount of damage, if the target fails multiple saving throws to overcome the poison and doesn't have a way to neutralize it. In Thay, as in the real world, death by poison may be a debilitating, slow, and painful affair...
Finally, if poison damage drops a PC to less than 1 hit point, they will not go through the bleeding process but instead die immediately. Essentially your bleeding process with poison will be when it's causing damage over the minute(s) that you're able to do something about stopping it. This is similar to how dying from hunger or thirst, or sustaining a massive amount of killing damage, works as well. Raise Dead or putting your fate in the hands of your mysterious allies (respawning) will be the only ways to save a PC whose body succumbs to poison. So in those very rare circumstances, where PvP Guidelines have been followed, when you truly want the other PC dead with no chance of stabilizing while bleeding after you stick them with a blade....use poison.
----------------------
If you have any questions, comments, concerns - or would really like to see something *not* go into effect as explained about, feel free to post here or PM me. Otherwise, changes to poisons will likely occur sometime this weekend.