I ran across a mod somewhere, (I'm not sure where) which changed the poison save from a "save", and instead made it a
Here is what I am thinking.
- Roll save vs poison as usual.
- Save = No damage, or as otherwise indicated by specific rules for type of poison, or monster.
- Fail = Take
1d61d4 points of damage per turn, for X number of turns, with X = the HD of the monster. Less than 1 HD monsters round up to 1. Example: The poison from a 5HD Giant Spider, will do an additional1d61d4 points of damage each turn, for 5 turns, beginning on the turn after the wound was received. - Previous rule applies, if poison runs over to CON damage.
At first, this may seem to be a bit light, when compared to the extreme result of death; but, consider that this is continuing damage. Initially the character may take 1-4 points of damage for the delivery of the poison, but the next turn, and subsequent turns, will take an additional 1d6 1d4 points of damage - in addition to any other damage taken from other attacks/effects.
This gives the character a little bit of wiggle room when facing envenomed creatures, but still faces them with the possibility of death, through continuing damage.
We have not tried this out yet, but I think it will work ok...at least it does in my head.
I will get you..... in about 5 turns! |
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