Poisons Feedback

Feedback relating to the other areas of Arelith, also includes old topics.


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Heroic Spirit
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Re: Poisons Feedback

Post by Heroic Spirit »

Hazard wrote: Thu Aug 25, 2022 2:20 pm Sounds pretty far removed from anything to do with d&d.
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.
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.
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.

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)
Spriggan Bride
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Re: Poisons Feedback

Post by Spriggan Bride »

It could be cool if you could poison someone with sleight of hand... Like jabbing them with a poison needle.
TurningLeaf
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Re: Poisons Feedback

Post by TurningLeaf »

One thing I was surprised was not in the poisons list, are poisons that affect certain races like one that only affects goblinoids. Rangers get Use Poison on Arelith and a poison like this would be interesting for RP.
Heroic Spirit
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Re: Poisons Feedback

Post by Heroic Spirit »

Spriggan Bride wrote: Thu Aug 25, 2022 8:45 pm It could be cool if you could poison someone with sleight of hand... Like jabbing them with a poison needle.
That would be an awesome feature! It sounds like something the Invisible Blade or Assassins would excel at. Though, with the way that poison currently works, someone would see their hp turn green and just heal to remove it. To back up a bit further - the 'poison meter' / toxicity should probably be hidden. Detect Poison (spell) could be used to check someone's toxicity levels => flavor text per tier or something along those lines.
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Hazard
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Re: Poisons Feedback

Post by Hazard »

Heroic Spirit wrote: Thu Aug 25, 2022 9:29 pm
Spriggan Bride wrote: Thu Aug 25, 2022 8:45 pm It could be cool if you could poison someone with sleight of hand... Like jabbing them with a poison needle.
That would be an awesome feature! It sounds like something the Invisible Blade or Assassins would excel at. Though, with the way that poison currently works, someone would see their hp turn green and just heal to remove it. To back up a bit further - the 'poison meter' / toxicity should probably be hidden. Detect Poison (spell) could be used to check someone's toxicity levels => flavor text per tier or something along those lines.
HMMMM.

Hidden poison meter. Okay. Now I'm interested. That would sell me on it, big time. A big flaw to poison is the green cloud/green hp/sound effect/debuff icon immediately giving away you're poisoned. Someone pops a potion. Done.

Not knowing you have poison and it taking effect later would be really, really, really cool!
xanrael
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Re: Poisons Feedback

Post by xanrael »

I'd be happy if there were more inhaled poisons, both in the trap and grenade form. That would also provide mundanes with some battlefield control options.
The_Icelord
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Re: Poisons Feedback

Post by The_Icelord »

xanrael wrote: Fri Aug 26, 2022 12:04 pm I'd be happy if there were more inhaled poisons, both in the trap and grenade form. That would also provide mundanes with some battlefield control options.
Buckets of Slop for everyone?
Archnon
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Re: Poisons Feedback

Post by Archnon »

Hazard wrote: Fri Aug 26, 2022 4:30 am
Heroic Spirit wrote: Thu Aug 25, 2022 9:29 pm
Spriggan Bride wrote: Thu Aug 25, 2022 8:45 pm It could be cool if you could poison someone with sleight of hand... Like jabbing them with a poison needle.
That would be an awesome feature! It sounds like something the Invisible Blade or Assassins would excel at. Though, with the way that poison currently works, someone would see their hp turn green and just heal to remove it. To back up a bit further - the 'poison meter' / toxicity should probably be hidden. Detect Poison (spell) could be used to check someone's toxicity levels => flavor text per tier or something along those lines.
HMMMM.

Hidden poison meter. Okay. Now I'm interested. That would sell me on it, big time. A big flaw to poison is the green cloud/green hp/sound effect/debuff icon immediately giving away you're poisoned. Someone pops a potion. Done.

Not knowing you have poison and it taking effect later would be really, really, really cool!
this would be especially cool if we could get poisons that actually apply to food items. We have all these new food items, be nice if you could apply a poison, have them eat it and then the damage click 5 minutes later. Great for assassin RP. Love to see more interaction between poison and all these new cooking dishes.
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Hazard
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Re: Poisons Feedback

Post by Hazard »

Archnon wrote: Fri Aug 26, 2022 3:15 pm
Hazard wrote: Fri Aug 26, 2022 4:30 am
Heroic Spirit wrote: Thu Aug 25, 2022 9:29 pm

That would be an awesome feature! It sounds like something the Invisible Blade or Assassins would excel at. Though, with the way that poison currently works, someone would see their hp turn green and just heal to remove it. To back up a bit further - the 'poison meter' / toxicity should probably be hidden. Detect Poison (spell) could be used to check someone's toxicity levels => flavor text per tier or something along those lines.
HMMMM.

Hidden poison meter. Okay. Now I'm interested. That would sell me on it, big time. A big flaw to poison is the green cloud/green hp/sound effect/debuff icon immediately giving away you're poisoned. Someone pops a potion. Done.

Not knowing you have poison and it taking effect later would be really, really, really cool!
this would be especially cool if we could get poisons that actually apply to food items. We have all these new food items, be nice if you could apply a poison, have them eat it and then the damage click 5 minutes later. Great for assassin RP. Love to see more interaction between poison and all these new cooking dishes.
Yeah!

I would just like to talk about my one and only experience with poison food RP. Maybe that's not allowed or whatever, idgaf. It was my character and it was a good thing.

So my character is trying to be chancellor and has a desk and chair set up, so people can ask them whatever they want and meet some of the people involved like the vice pick, etc. Vice is a darling and bakes cookies and stuff to put on a table for people to have for free. Yum. Very wholesome and cute, and something that happens a lot IRL (where I live).

Out of all the foods on the table, ONE gets poisoned, and the whole thing had to be shut down. Obviously, character is upset but as a player I thought it was freakin awesome. Only downside was, the poison was detected immediately and didn't actually get to do any harm (low dc, many poison immune chars, etc).

Now imagine if no one noticed, and some delayed time later stuff started going wrong. Far more realistic and immersive. Far more fun for me (and probably the poisoner too!).

Would looooooove to see food poison expanded to do stuff like this, and be better.
Good Character
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Re: Poisons Feedback

Post by Good Character »

Another gripe I personally have with poisons is the dexterity check involved with them. Everyone can somehow apply essences with ease but some poisons are impossible to apply for some characters. DEX characters already come out on top as they're generally the ones who dual-wield which allows more chances to apply the poison.

I say just give Use Poison to everyone like how Weapon Finesse was given.
Heroic Spirit
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Re: Poisons Feedback

Post by Heroic Spirit »

Good Character wrote: Fri Aug 26, 2022 5:33 pm Another gripe I personally have with poisons is the dexterity check involved with them. Everyone can somehow apply essences with ease but some poisons are impossible to apply for some characters. DEX characters already come out on top as they're generally the ones who dual-wield which allows more chances to apply the poison.

I say just give Use Poison to everyone like how Weapon Finesse was given.
Weapon Finesse given for free has helped DEX builds in that they no longer have to invest a feat for AB. However, that does far from placing them at the top. STR users already have an edge when it comes to AB numbers and damage; poison use at least lets DEX characters attempt to keep up. I wouldn't give Use Poison for free. Maybe allow it as a selectable feat for non-applicable classes, if that.
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Re: Poisons Feedback

Post by Good Character »

Heroic Spirit wrote: Fri Aug 26, 2022 6:08 pm
Weapon Finesse given for free has helped DEX builds in that they no longer have to invest a feat for AB. However, that does far from placing them at the top. STR users already have an edge when it comes to AB numbers and damage; poison use at least lets DEX characters attempt to keep up. I wouldn't give Use Poison for free. Maybe allow it as a selectable feat for non-applicable classes, if that.
I think we're ignoring the DEX also provides AC and Reflex saves, and the previous meta was prominently called the "DEX-Meta" for a reason.

Once again there's absolutely no reason poison should be locked to DEX when they inherently benefit the most out of it regardless due to dual-wielding (i.e. more chances to land 1s); to even dual-wield you need DEX for Ambidexterity. Tack on the fact that DEX makes up for the AC lost by not using a shield. Lastly, to get rid of a poison you want to use healing kits or use Neutralize Poison - both will flat-foot you; most DEX builds have some manner of sneak attack, so you that will open up their victim to sneak attacks.
TurningLeaf
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Re: Poisons Feedback

Post by TurningLeaf »

Are Arelith apply DC's calculated the same way that they are in vanilla? In regular NWN the apply DC is the save DC +2. I don't know if this is something that could be changed or not. If it could be changed the apply DC's could theoretically be tweaked to make it easier for non-dex to use.
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Re: Poisons Feedback

Post by Eyeliner »

Let everyone use poison but if you aren’t certain classes you have to make a dc when applying or you poison yourself?
Heroic Spirit
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Re: Poisons Feedback

Post by Heroic Spirit »

Eyeliner wrote: Fri Aug 26, 2022 9:51 pm Let everyone use poison but if you aren’t certain classes you have to make a dc when applying or you poison yourself?
thats how it currently works.
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Hazard
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Re: Poisons Feedback

Post by Hazard »

Would be nice if rogues got some poison DC scaling with rogue levels. Not equal to assassin, but something like every 2 levels = 1 assassin level or every 6 levels of rogue = +1 dc. Assassins remain masters, but rogues are still better than a not rogue.
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