DMFunkopotamus
Commoner
Posts: 20
Favorite D&D Class: Sorcerer with nuclear bloodline
Favorite D&D Race: Demilich
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Poison
Feb 2, 2016 21:35:28 GMT
Post by DMFunkopotamus on Feb 2, 2016 21:35:28 GMT
I just recently got 5E (christmas present), so I'm still absorbing it. So far, I have to say it looks amazing. The only thing I'm puzzled by is the way poison works. It seems backwards to me. I.e., any damage done is done immediately, followed by some lingering effect (usually accompanied by the poisoned condition). But if it didn't kill you immediately, it won't. Seems like that kind of defeats the drama of poison. I.e., I'm poisoned, and need to find an antidote/healer/etc., before it kills me.
Am I just reading it wrong and completely misunderstanding how it works?
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Poison
Feb 2, 2016 22:34:00 GMT
via mobile
Post by goblingravy on Feb 2, 2016 22:34:00 GMT
I think it's unrealistic but D&D is supposed to be a fantasy game with more-than-human characters. I personally would rather have more typical rules for poison, but that could lead to imbalanced mechanics and gameplay that feels fantastical in WOTC's eyes. I dunno, that's my explanation.
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Post by dm_mainprize on Feb 2, 2016 23:47:36 GMT
As a complete noob I will offer my ideas such as they are. I too find it odd that there is no damage over time with poison and that vary few if any abilities spells or features in 5e contain DoT. I like DoT and agree it adds tension. So if you want it in there, just make it house rule. The amount of damage could be variable perhaps the character takes damage equal to half their level rounded down per turn until they get a cure, antidote, are healed or succeed a CON saving throw. I have home-brewed various DoT rules and healing rules for my own setting so just remember, you are the DM its your table and you can craft it as you wish. Just be sure your players know if a change from the Rules as written is being used at your table. And remember to always keep fun, and a great story the key to your sessions! Hope that helps.
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Poison
Feb 3, 2016 19:45:46 GMT
Post by friartook on Feb 3, 2016 19:45:46 GMT
I think it's unrealistic but D&D is supposed to be a fantasy game with more-than-human characters. From what I know of most "poisons" in the real world, the trope of being poisoned and having to find an antidote before the poison kills you is actually more unrealistic. In reality, few poisons are deadly, and most of those that are will kill you in seconds, not days or weeks. This only going off the limited knowledge I have of snake and spider venoms though, so I could be wrong. I agree with Mainprize. Make poisons behave how you want. Create new one, give them mechanics, insert them into your game. You don't have to only use those in the PHB.
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Poison
Feb 4, 2016 7:10:42 GMT
Post by DM Windhover on Feb 4, 2016 7:10:42 GMT
I'm with Mainprize and friartook. Best thing about 5e is the way they more or less tell you "go create your own stuff, with our blessing." The one small thing to consider, though, is the fact that ongoing damage can be a pain to keep track of during combat. I've definitely been part of "oh, wait, I'm supposed to have been taking fire damage for the last two rounds" moments before, and ongoing poison damage lends itself to that issue unless you have a good memory or a good way to keep track of it.
Just to throw out one example which might fit the kind of poison experience you're looking for--if you want that sense of urgency to find an antidote, you could create a poison that requires a, say, DC 10 Constitution save at the end of every long rest, and each failed save diminishes CON score by 1. If a PC's CON score ever reaches 0, then at the end of the rest they don't wake up. Only one antidote exists for this (say, a specific type of flower which grows on a specific mountain peak), so the party has to go off on an adventure to find the antidote before they begin to die. They'll have a few days of leeway, but they'll start getting weaker, and the weaker they get the more susceptible they are to the poison. For some reason the poison only works while they sleep, which can add both strategic considerations and role-playing opportunities. Call it "The Tears of Sleep" or something cool like that. And your players will probably remember that poison experience forever, because it wasn't just another number to keep track of in combat, but instead became an entire adventure.
And I bet you can come up with far better ideas. Point is, a continuing "2 points per round" damage may actually add more hassle and number management without much increase in tension or story investment. But there are other ways to create the kind of tension that I suspect you're looking for.
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DMForeclosure
Squire
Posts: 33
Favorite D&D Class: Wizard
Favorite D&D Race: Gnome
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Post by DMForeclosure on Feb 6, 2016 20:12:23 GMT
There are also a lot of 5e Monsters that cause a Poison with a "While Poisoned, <effect>" clause. I find that's usually where a lot of the DoTs and additional things come in. It sort of separates the idea of Poison from NECESSARILY being damaging and allows you to generally say "All Poisons lessen your efficacy (the DADV), but this SPECIFIC Poison also does... <effect>"
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