Poisonalternative poison rules primary effect Generally I want these to apply a Condition, rather than ability damage. Ability damage is expensive and hard to come by as well as to heal early on, when poisons are most often available and useful, while conditions can be overcome much more easily, and can be worked around, while still being debilitating and in theme. secondary effect some poisons may have a secondary effect for further failures, such as a condition worsening with some poisons. Not all poisons will have this, and usually will just reapply the primary effect on failed saves until the poison fades. Greater effect If a creature fails its save by 5 or more, it may take a much worse effect than normal, giving drawback to certain poisons (particularly nonlethal ones); this also can explain why use of even normally weak poisons is against the paladin code. Conversely, if a creature makes its save by 5 of greater, it can reduce the duration of a poison, or count as extra saves against said poison. A natural 20 may provide future resistance to that poison. Sample ideas; these are placeholders to show off the ideas and concepts.
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