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Friday, September 2, 2016

A Poison Save

Venomous Words?
In Playtest Document 0.1, Adventurers base their Hit Dice on their Constitution, not their Class. Hit Dice are distributed as follows: 3-4: 1d4
5-8: 1d6
9-12: 1d8
13-16: 1d10
17-18: 1d12 Here's a way to make constitution more relevant to Poison saves, based on that.
To Save Against Poison Roll one of your Hit Dice. Any result under 4 is a Failed Save, and the Adventurer suffers the full effects of the Poison. Typically, this is death. A result between 4 and 7 is a Partial Save, and the character suffers roughly 50% of the poisons usual effect.
For lethal poisons this would mean the Adventurer would lose Hit Points equal to half of their maximum amount. In other words, they still might die.
8 and up is a Full save, the poison has a minor effect if it has any effect at all. Perhaps only a burning sensation.
This way, the average Adventurer should still be afraid of poison, although they might only be horribly injured by it. Those less than average should be even more cautious, and those that are remarkably weak-bodied will rarely, if ever, survive. The above average will be unharmed a little over a quarter of the time, while some rare specimens are all but fearless around any venom. There also isn't a class that's more inherently resistant to toxins for some reason or another, something that I've always found a little weird. It's about the body now, instead. If this seems too lethal allow Adventurers to roll one Hit Die per level, instead of only one.

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