Poison Redux
Posted: Sun Jan 01, 2023 10:17 pm
Poison Redux aka "Poison Meter"
When poisoned, the health should not turn green as it does in vanilla.
Introduce a new hidden state- Toxicity.
[Detect Poison:
Informs user if a creature or object is poisoned. Higher levels of toxicity are easier to detect.
the various tiers of spell focus Divination can reveal more information (as it currently does) - like the level of toxicity, type of poison, etc
As poison damage is taken, toxicity rises. At various thresholds, the victim is subject to debuffs.
State 1 10% -1 saves vs poison
State 2 25% -2 saves vs poison, healing reduced by 10%
State 3 50% -3 saves vs poison, healing reduced by 20%, 15% vulnerability to poison damage
State 4 75% -3 saves vs poison, healing reduced by 30%, 15% vulnerability to poison damage
State 5 100% -5 saves vs poison, healing reduced by 50%, 25% vulnerability to poison damage
State 6 <150% DC (increased by level of toxicity) vs death per server tick
On the actual poison:
Weapon Poison should last longer.
Adds poison damage on-hit, though poison damage in the logs will probably make someone worried.
The vanilla effects can still roll on an internal [1 turn?] cooldown on the victim*
*to prevent someone from failing -CON rolls back to back per hit.
Neutralize poison:
No longer purges poison completely.
When cast, the target rolls for Toxicity reduction on the next server tick.
The amount depends on their roll vs the DC (minimum 1% reduction)
The roll increases if cast by someone with (insert spell focus here)
In this way, proper healing roleplay can occur and poison is more of an overarching threat.
When poisoned, the health should not turn green as it does in vanilla.
Introduce a new hidden state- Toxicity.
[Detect Poison:
Informs user if a creature or object is poisoned. Higher levels of toxicity are easier to detect.
the various tiers of spell focus Divination can reveal more information (as it currently does) - like the level of toxicity, type of poison, etc
As poison damage is taken, toxicity rises. At various thresholds, the victim is subject to debuffs.
State 1 10% -1 saves vs poison
State 2 25% -2 saves vs poison, healing reduced by 10%
State 3 50% -3 saves vs poison, healing reduced by 20%, 15% vulnerability to poison damage
State 4 75% -3 saves vs poison, healing reduced by 30%, 15% vulnerability to poison damage
State 5 100% -5 saves vs poison, healing reduced by 50%, 25% vulnerability to poison damage
State 6 <150% DC (increased by level of toxicity) vs death per server tick
On the actual poison:
Weapon Poison should last longer.
Adds poison damage on-hit, though poison damage in the logs will probably make someone worried.
The vanilla effects can still roll on an internal [1 turn?] cooldown on the victim*
*to prevent someone from failing -CON rolls back to back per hit.
Neutralize poison:
No longer purges poison completely.
When cast, the target rolls for Toxicity reduction on the next server tick.
The amount depends on their roll vs the DC (minimum 1% reduction)
The roll increases if cast by someone with (insert spell focus here)
In this way, proper healing roleplay can occur and poison is more of an overarching threat.