Well, there's no reason that it has to be 1x1 to d&d.
After all, we are still playing a game so there are bound to be differences.
Right now, constant damage is the role that Myconid Rot fills. It does Poison damage (increased by Asssassin or BG) every time the DC is failed (and does not actually poison the target). If all poison applied damage like essences, the rot would need some kind of change as well.Archnon wrote: Thu Aug 25, 2022 11:39 am
We have all these new damage types. Have poisons do X poison damage similar to essences.
It would be nice if poison lasted a lot longer. 5 minutes (myconid rot) goes by so quickly compared with what's required to make it.
The system that was suggested earlier - filling a toxicity meter to make one more susceptible to poison would be a pretty great addition! High toxicity could boost the poison DCs or make the effects of the poison more potent in some manner.
A server that I played a bit of made debilitating effects like poison / curses / disease reduce healing by 50% each and the heal reduction stacked. Neither poison nor disease could be removed by heal kits. This made both the effects and the spells Remove X a lot more impactful. edit: (Something like 33% reduc each, but this is probably getting off topic)