tag:blogger.com,1999:blog-4436797024696330837.post8545796373307066113..comments2024-03-21T16:11:13.842-07:00Comments on Ten Foot Polemic: De-Fanging Old School PoisonJames Younghttp://www.blogger.com/profile/01728054107958411289noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-4436797024696330837.post-88779767970848992852017-01-27T23:32:02.298-08:002017-01-27T23:32:02.298-08:00This comment has been removed by the author.Jason Yoakamhttps://www.blogger.com/profile/13114702777499575127noreply@blogger.comtag:blogger.com,1999:blog-4436797024696330837.post-54189351833799677792016-12-16T02:38:17.049-08:002016-12-16T02:38:17.049-08:00Yea I'm sort of hoping it makes poison palatab...Yea I'm sort of hoping it makes poison palatable enough that I can use it more often, and also make it easier to adjudicate if/when the players get their hands on some poison of their own.<br />It's also a big step up from my previous de-fanging attempt, where a failed poison save from an ordinary save-or-die poison deals 1d100 damage. It's the ticking time-bomb aspect of poison I guess, my first experience of poison in an RPG was (of course) pokemon and that whole oh-god-i-hope-i-can-get-to-a-pokecentre-in-time sense of dread.<br /><br />You mentioned level drain before, and poison is definitely in that "unfair old school mechanic" zone.<br />I'm not sure what I'll do about that, but at least they can Carouse/Philanthropise levels back in my game which seems fitting?James Younghttps://www.blogger.com/profile/01728054107958411289noreply@blogger.comtag:blogger.com,1999:blog-4436797024696330837.post-78102759248973386182016-12-15T18:14:55.464-08:002016-12-15T18:14:55.464-08:00I hear you. Poison is always going to be one of t...I hear you. Poison is always going to be one of those mechanics that comes at you sideways, and that's part of the point. I struggled to find a good way to work onset times into my own houserules, but it just bogged down. I like the pace and choices that your mechanics create, which I could never get right.Edgewisehttps://www.blogger.com/profile/01975570824983584330noreply@blogger.comtag:blogger.com,1999:blog-4436797024696330837.post-16549447445109770102016-12-15T07:17:05.946-08:002016-12-15T07:17:05.946-08:00Yea that's a good one, actually!
I guess the...Yea that's a good one, actually! <br /><br />I guess the only reason why I wouldn't do that is because I like having a range of mechanics to mess with, and for some reason I want poison to "feel" different to other mechanics.<br />I already use ability score damage for some things, so I feel like it'd be somehow derivative to use it for everything.<br /><br />Plus ability score damage doesn't (ordinarily) have a ticking time bomb aspect to it, but that can always change.James Younghttps://www.blogger.com/profile/01728054107958411289noreply@blogger.comtag:blogger.com,1999:blog-4436797024696330837.post-69072101972129183122016-12-14T16:54:07.643-08:002016-12-14T16:54:07.643-08:00Personally, I like to use ability damage. This gi...Personally, I like to use ability damage. This gives you that grey area, and allows the GM to make the poison as deadly as he wants (since ability scores aren't tied to level like hit points are). I use the same thing for undead draining (not a fan of level draining). A failed poison saving throw means that you take more damage, and some of it may be permanent (depending on poison). This creates a good approximation of the fear caused by save-or-die mechanics. DCC tends to do this, and I'm not sure why LotFP doesn't, since ability damage is a well-establish concept in that game.Edgewisehttps://www.blogger.com/profile/01975570824983584330noreply@blogger.com