The current method of poisoning, as I understand it, is a simple counter. Being poisoned increases the counter. Every turn you take a little damage, the counter decreases, and then repeat until no longer poisoned or dead.
My recent NPP death due to a *massive* (by Vanilla standards) poisoning got me thinking and I came up with a new scheme for poisoning. Here it is. Not necessarily a Vanilla idea. Variant maintainers are welcome.
My change is relatively simple, shouldn't make poisoning any more or less deadly overall, shouldn't be terribly hard to implement, and has a bit more detail/flavor to it (also maybe a little more foggy/unpredictable for the player, but such is the nature of being poisoned).
I suggest scrapping the counter and giving poison a two new attributes, potency and strength (yeah, I know, not the best descriptors, but I wanted to move away from the concept of 'duration'). Now allow the character a saving throw vs poison every turn. A successful save could negate the effects of the poison for that turn only. The higher the potency of the poison, the harder it is to save successfully. The higher the strength of the poison, the more damage it inflicts each round. Then either reduce the potency or the strength of the poison with each successful saving throw or rely on a number of consecutive successful saving throws to end the abruptly end the poisoning. Badly failed saves could inflict additional damage.
I envisioned basing the saving throw on CON and rPois, but CHA or choosing a random stat once per game (cause CON is already highly valued) might be fun too. You would just have to figure out how resilient to poison you are (once per game).
The upside, as I see it, is that poisons can be more individual, more varied from one another, and different characters would have different reactions to the same poison. If you know your character has a weak save vs. poison, it would be wise to avoid it (and vice-versa).
The whole thing is still a raw idea, but I think it's got more potential than the current system, assuming I understand the current system. Comments and criticism are welcome.
My recent NPP death due to a *massive* (by Vanilla standards) poisoning got me thinking and I came up with a new scheme for poisoning. Here it is. Not necessarily a Vanilla idea. Variant maintainers are welcome.
My change is relatively simple, shouldn't make poisoning any more or less deadly overall, shouldn't be terribly hard to implement, and has a bit more detail/flavor to it (also maybe a little more foggy/unpredictable for the player, but such is the nature of being poisoned).
I suggest scrapping the counter and giving poison a two new attributes, potency and strength (yeah, I know, not the best descriptors, but I wanted to move away from the concept of 'duration'). Now allow the character a saving throw vs poison every turn. A successful save could negate the effects of the poison for that turn only. The higher the potency of the poison, the harder it is to save successfully. The higher the strength of the poison, the more damage it inflicts each round. Then either reduce the potency or the strength of the poison with each successful saving throw or rely on a number of consecutive successful saving throws to end the abruptly end the poisoning. Badly failed saves could inflict additional damage.
I envisioned basing the saving throw on CON and rPois, but CHA or choosing a random stat once per game (cause CON is already highly valued) might be fun too. You would just have to figure out how resilient to poison you are (once per game).
The upside, as I see it, is that poisons can be more individual, more varied from one another, and different characters would have different reactions to the same poison. If you know your character has a weak save vs. poison, it would be wise to avoid it (and vice-versa).
The whole thing is still a raw idea, but I think it's got more potential than the current system, assuming I understand the current system. Comments and criticism are welcome.
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