Ruling for massive poison overdoses. [Archive] - Wizards Community

Post/Author/DateTimePost
robertliguori

06-07-05, 02:42 PM
A little ruling that I've come up with, just in case my players get clever.

Being exposed to twice the normal amount of a hazardous substance increases the save DC by two.
If you empty two bottles of Oil of Taggit into a wineskin, then the imbiber of the skin must make a DC 17 Fort save. Four doses would make the save DC 19, eight would make it 21, etc.

Does this look good, or at least better than rolling fort saves per dose?
DragonWatcher

06-07-05, 04:34 PM
I like it. :)

I still think that you need to make a seperate Fort save for each time you're exposed to the poison. So if the character were to drink from your contaminated wineskin twice, they would need to make two seperate Fort saves, but both at 17 now (since two doses of poison were added).

It makes sense that the less diluted the poison, the tougher it would be to resist.
Lusiphur

06-07-05, 05:49 PM
Not only that, the less diluted the poison is in the drink, the more likely the imbiber is to notice something funny. You could make it equally easier to notice as well.
Orcboss

06-08-05, 12:23 AM
Keep in mind two things:

1. Players will want to do this immediately to their enemies. "I shot two poisoned arrows, make him make two more saves at +2 DC." Keep in mind you'll be opening yourself up to hearing that a lot.

2. If you do this, make it a geometric progression, not every dose adds +2 DC. After a while, more really doesn't matter. I'd say every doubling of dose adds +2 DC is more than enough. 1 = base DC, 2 = base + 2 DC, 4 = base + 4 DC, 8 = base +6, and so on. Otherwise, the example in #1 will also include the phrase, "Okay that's 6 arrows, so he has to make a Fort save at (base DC + 10)."

Honestly, I probably wouldn't do this at all. If you use enough poison, eventually they'll fail the regular check. If you use a CON based poison, it'll happen even faster.