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Make food poison better (And count for assassins.)

Posted: Tue Jun 27, 2023 7:13 pm
by Choofed

Hey there,

Food poison is a rarely used mechanic. Actually poisoning someone with food is difficult, requires roleplay, unless they're the silly sort who'd eat cupcakes from a barrel. I think this sort of intrigue based trickery RP should have better feedback and support.

I recommend the following things:

  • Food poisons should give better feedback, with text appearing on your screen telling you the symptoms of the poison you're afflicted with as the effects take hold. Example: "You start foaming from the mouth."

  • Food poisons, if they have a death component shouldn't be instant. Instead, the death should be unstopable but give a timer till death with text so the person can RP suddenly falling ill and dying.

  • Food poison kills done by assassins should automatically tag a successful contract collection by the poisoner if they were an assassin.

  • Food poisons should ignore death ward (in lore, it's death spells anyways.) (it already has a counter play with neutralise poison.)

  • And finally, the DCs need to be way harder. You already skilled someone to get them to eat food directly. Maybe make poisoning wells diluted though, lower DCs.

Lets give our elected officials true paranoia. We can do it.


Re: Make food poison better (And count for assassins.)

Posted: Tue Jun 27, 2023 10:29 pm
by DM MoonMoon

Hello Choofed,

The poisons are something in my backlog already. These are nice points I will see about testing and going over balance with Kalopsia with.
I am hoping I can get the mathematics right to allow stacking and unstacking of poisons and making it far harder to detect them without using IC mechanics.

I cant give you a time frame as I am currently working on a very large important feature that will allow <Redacted> to do <Redacted>.

But I will add this to the notes and ideas for poisons!

-Doggo