DMG Preview: Poisons

Post/Author/DateTimePost
#1

pukunui

Nov 21, 2014 10:29:46

There's a new DMG preview up: poisons.

 

It also includes some diseases from the previous section. I quite like the look of cackle fever. Of course, most PCs won't suffer the full effects of a disease or a poison thanks to the existence of lesser restoration, but it's still fun to read through them and think of the possibilities.

 

I like that they've also included rules for harvesting poisons.

#2

AaronOfBarbaria

Nov 21, 2014 11:32:49

It's nice to see the game finally support a stance on poisons that isn't "you're probably going to poison yourself unless you have a specific class feature that almost no one gets."

 

I like the effects, the harvesting rules, and even the suggested costs (specifically because they are expensive enough not to be a constant part of attacks, but not so expensive as to be completely avoided).

#3

RobotElder

Nov 21, 2014 11:37:02

I've always hated how they made poisons extraordinarily expensive, though I suppose that now since there are no magic items to purchase, you might as well spend your loot on poison.

#4

Timborama

Nov 21, 2014 11:57:12

Wow, I REALLY like how curing the diseases go in this edition. I very much liked 4E's "progression" table and stuff, but this is very nice, too!

 

I know it's not on topic, but it sorta is!

 

(also nice to see Herbalists get some love)

#5

Psikerlord

Nov 21, 2014 11:55:08

Yeah like everything I'm seeing in this preview. sweet!

#6

Saelorn

Nov 21, 2014 12:34:31

Of note, we don't know how long a poisoned blade remains poisoned. We don't know if it's until the first hit, or one minute after applying, or what. So, while Purple Worm and Wyvern poisons are both really powerful, it remains uncertain whether it's likely to justify the cost.

#7

Psikerlord

Nov 21, 2014 12:45:07

For balance reasons I would rule one hit and it's gone, and an action to coat/use. Great for ambushes, but mid combat maybe less so, depending on the poison and situation.

(Reply to #7)

Timborama

Psikerlord wrote:
#9

FFSAA

Nov 21, 2014 13:06:46

Saelorn wrote:
#10

Elfcrusher

Nov 21, 2014 13:26:23

Timborama wrote:
(Reply to #10)

tubadancross

Elfcrusher wrote:
#12

AaronOfBarbaria

Nov 21, 2014 14:56:17

I think the poisons presented are meant to work like the basic poison found in the PHB, except with different damage, save DC, and other effects - which means lasting 1 minute before "drying out"

 

I think that is the intended case as well since the cost of each dose of poison would be a bit too steep to be worth it as a 1 and done affair - and the rule for applying basic poison even states that 1 dose can coat one weapon or 3 pieces of ammunition, so that gives some reason to allow a coated weapon more than one hit of added poison effect (unless your goal is to incentivise poisoning ammunition over other types of weapon).

 

As for the difficulty of harvesting poison - I think that goes hand-in-hand with only being able to harvest a single dose of poison per dead/incapacitated creature in the category of a rule not meant to resemble reality in any way, but entirely motivated by game-play concerns.

#13

FFSAA

Nov 21, 2014 15:40:59

AaronOfBarbaria wrote:
#14

rookrock

Nov 21, 2014 15:47:49

So we're just going to ignore the teaser about madness variant for horror games? or have we talked about that?

(Reply to #13)

Rhenny

FFSAA wrote:
#16

cowleymen

Nov 21, 2014 15:49:22

tubadancross wrote:
(Reply to #13)

AaronOfBarbaria

FFSAA wrote:
#18

FFSAA

Nov 21, 2014 17:16:10

AaronOfBarbaria wrote:
(Reply to #18)

AaronOfBarbaria

FFSAA wrote:
#20

danyc

Nov 21, 2014 18:19:29

While I'm not normally one to agree with FFSAA (who is?), they're absolutely 100% correct that the poisons being minute long would not just be game breaking, it would be game obliterating. Compare legendary magical weapons - which we've seen add 2d6, and perhaps might add as much as 3d6 on even more powerful items - to the Purple Worm venom adding twelve d6 with a (quite difficult) save. Even saving 100% of the time (and they won't) its twice as much added damage at 1/250th the cost.

#21

MechaPilot

Nov 21, 2014 18:55:35

I think part of the confusion comes from the different terminology that is used: the DMG talks about doses of poison, and the basic poison in the PHB is an entire vial of the poison (and the PHB lists a vial as a container that holds 4 ounces, 1/2 cup, of liquid).  Ultimately, the answer will depend on whether the DM thinks a dose constitutes a vial's worth or enough poison to poison one creature.

#22

Psikerlord

Nov 21, 2014 18:48:23

FFSAA wrote:
(Reply to #21)

danyc

MechaPilot wrote:
#24

Orethalion

Nov 21, 2014 19:04:33

FFSAA wrote:
(Reply to #23)

AaronOfBarbaria

danyc wrote:
#26

MechaPilot

Nov 21, 2014 19:18:49

danyc wrote:
#27

Shasarak

Nov 21, 2014 19:58:47

I think I am tending towards the 'one hit and done' ruling as well.

#28

raleel

Nov 21, 2014 20:08:34

Constitution is the highest save for monsters as you are going up in levels. Dc19 is going to be pretty easy by the time you are milking purple works regularly. Heck, the worm itself makes it on an 8. Average con at that level is north of 22. 

 

What I want to know is can a Druid milk himself....

#29

MechaPilot

Nov 21, 2014 20:09:33

raleel wrote:
#30

FFSAA

Nov 21, 2014 21:05:46

MechaPilot wrote:
#31

MechaPilot

Nov 21, 2014 21:21:40

FFSAA wrote:
#32

FFSAA

Nov 21, 2014 21:27:50

MechaPilot wrote:
#33

MechaPilot

Nov 21, 2014 21:39:51

FFSAA wrote:
#34

LuisCarlos17f

Nov 21, 2014 22:13:46

Save check or poison damage, simple and fast. I like it more than previous poisons....mmmm I would like to recycle the 3rd poisons, from ability check penalty to poison damage.

 

How to create and customize your own poisons with the right gold-coins value?

#35

FFSAA

Nov 21, 2014 22:21:48

MechaPilot wrote:
#36

FFSAA

Nov 21, 2014 22:26:13

LuisCarlos17f wrote:
#37

MechaPilot

Nov 21, 2014 22:31:54

FFSAA wrote:
(Reply to #25)

danyc

AaronOfBarbaria wrote:
(Reply to #26)

danyc

And to clarify on this one:
#40

AaronOfBarbaria

Nov 22, 2014 1:42:15
Danyc, the poison in question only "doubles dpr" in extremely favorable circumstances. In a practical play scenario it is very unlikely to perform as well as it does in my above scenario. Also, the game has a "15+" entry on the charts for adjusting effective difficulty for a reason. Expecting area effect spells to never have more than 4 targets is an example of not matching expectation to the new edition paradigm. I expect high level parties to have combat encounters such as dozens of orcs or actual armies or even dozens of ogres.
(Reply to #40)

danyc

AaronOfBarbaria wrote:
#42

Shasarak

Nov 22, 2014 3:14:07

MechaPilot wrote:
(Reply to #7)

Timmee

Psikerlord wrote:
#44

FFSAA

Nov 22, 2014 7:43:17

MechaPilot wrote:
#45

MechaPilot

Nov 22, 2014 9:16:31

FFSAA wrote:
#46

MechaPilot

Nov 22, 2014 9:04:37

Shasarak wrote:
#47

MechaPilot

Nov 22, 2014 9:11:43

FFSAA wrote:
(Reply to #41)

AaronOfBarbaria

danyc wrote:
(Reply to #48)

danyc

AaronOfBarbaria wrote:
#50

Ashrym

Nov 22, 2014 12:52:46

 

We have poison dry out after a minute so that there is a reasonable time frame to apply it before combat. It's gone once used. IE up to a minute to use it once applied.

(Reply to #49)

AaronOfBarbaria

danyc wrote:
#52

FFSAA

Nov 22, 2014 15:17:12

AaronOfBarbaria wrote:
(Reply to #51)

danyc

AaronOfBarbaria wrote:
#54

ClockworkNecktie

Nov 22, 2014 16:03:55

FFSAA wrote:
#55

FFSAA

Nov 22, 2014 18:33:46

ClockworkNecktie wrote:
#56

tubadancross

Nov 22, 2014 19:43:29

Reading over basic poison it seems the precedent is pretty clear, but we'll see in a couple weeks when the DMG comes out. Until then I will rule that, like sneak attack, poison damag may be applied once-per-turn for one minute after it's application to a melee weapon. This means a maximum of 10-times the poson damage, making basic poison a viable option but not allowing 44X the extra damage on a big poison.

Otherwise, I can see no concievable way basic poison would ever be used.

#57

MechaPilot

Nov 23, 2014 9:02:35

tubadancross wrote:
(Reply to #57)

UngeheuerLich

MechaPilot wrote:
#59

Dracones

Nov 23, 2014 18:43:04

I think when you consider that ingested poisons are one shot and the damage per gold is in line with injury poisons being 1 shot, it's fairly clear that injury poisons should only last 1 dose.

 

But I do think that the costs are way too high for the poisons. Paying 2k gold for 42 extra(21 on a save) damage pretty much sucks. A bless scroll will probably do more.

#60

MechaPilot

Nov 23, 2014 19:55:10

UngeheuerLich wrote:
#61

FFSAA

Nov 23, 2014 21:03:21

Dracones wrote:
(Reply to #61)

AaronOfBarbaria

FFSAA wrote:
#63

RobotElder

Nov 24, 2014 7:29:39

rookrock wrote:
#64

Mommy_was_an_Orc

Nov 24, 2014 10:56:09

I think one of the basic issues is that 5e skill rolls aren't well suited for a DC20 task across the board. It leads to situations such as a Rogue 12 with Expertise and a 20 Int being able to poison themselves 5% of the time where a Rogue 13 with just proficiency and a 12 Int being unable to ever fail. i.e. basically, only high level Rogues and Knowledge Clerics could ever hope to extract poison from anything consistently - and for them, it is too automatic.

I think the way the rules should work is the following:
Roll the poison's DC or lower - you poison yourself.
Roll the poison's DC+1 to +4 - you don't do anything
Roll the poison's DC+5 - you extract

This does the following two things:
Makes it a lot more difficult to harvest high DC poison than low DC poison - a common giant snake isn't anywhere as difficult as a purple worm.
Makes it a benefit to have Expertise, a high Int, and Reliable and no one of those is crucial to success against the lowest DC poisons.

#65

FFSAA

Nov 24, 2014 12:50:00

Mommy_was_an_Orc wrote:
#66

MechaPilot

Nov 24, 2014 14:03:43

rookrock wrote:
#67

seti

Nov 24, 2014 14:57:29

I think the poisons are (for the most part) too expensive. I also think that about many 'down time' activities. It shouldn't take hundreds of days to make a magic item or learn a skill, for example.

 

Oh well. These things will change at our table.

#68

Noon

Nov 24, 2014 18:55:52

Off topic, but I really like the subtlety of the note that gnomes are immune to cackling fever! It has a subtext and a funny one at that!

#69

pedro2112

Nov 25, 2014 1:04:34

Regarding the examples of diseases, anyone else notice that the symptoms of these diseases do not manifest for at least one day, perhaps more? Mabye Contagion isn't overpowered against legendary creatures as has been suggested?

(Reply to #69)

AaronOfBarbaria

pedro2112 wrote:
#71

Mephi1234

Nov 25, 2014 6:46:01

FFSAA wrote:
#72

The_Stray

Nov 25, 2014 8:21:30

Ah, white room theorycrafting at it's finest. Seriously, the "polymorph then farm" idea is completely unworkable. How did all y'all miss the "need to keep the creature above 0 hp or else the polymorph ends" clause? You won't be able to harvest anything from your purple worm, wyvern, or snake without it turning back into bits of the original creature. This is over an above the need to turn something just as nasty into whatever it is you're attempting to harvest. CR 17 critters aren't growing on trees.

 

However, what really needs to be clarified is--how long do doses of the inhaled/ingested/contact poisons last? The 1-minute potency suggested upthread doesn't really work for ingested poisons, since eating generally takes more than a minute unless yo're force-feeding them to the target. When you apply the 1-minute duration to doses of the inhaled poison, on the other hand, it becomes just as problematic, if not moreso, because you have the logical problem of "does this linger in the air in the square for a minute?" Thus, the 1-minute duration for injury poison seems specific to the basic poison.

#73

Mistwell

Nov 25, 2014 9:58:22

pedro2112 wrote:
#74

Ashrym

Nov 25, 2014 11:17:54

 

I like the poison farming idea. I can totally rip off the Jurassic Park storyline for that one.

#75

MechaPilot

Nov 25, 2014 12:43:29

The_Stray wrote:
#76

Dracones

Nov 25, 2014 13:17:43

True polymorph works on objects and objects can be transformed into creatures with it. So basically you'd be tranforming a corpse into a purple worm, wait an hour for the spell to go permanent and then harvest. 

 

Sounds pretty viable, though casters capable of casting 9th level spells have better ways to earn income.

#77

LuisCarlos17f

Nov 26, 2014 3:45:02

What about traps with poisons? If poison is added to a trap, the "challenge rating" ought to be higher. What if the enemy is jungle goblins who use poison dart frogs for their arrows? 

 

And now I would like a 5th 3d remake for poisons and aflictions from 3.5 Book of Exalted Deeds. 

(Reply to #76)

Timborama

Dracones wrote:
#79

Mephi1234

Nov 26, 2014 16:46:27

Poisons, when you get right down to it, are just like magic items.    It seems that we're going for a "rare ingredient" approach to magic items and poisons and cures all at once, so that they involve side quests to acomplish.    

 

Which is cool.   Everything requires pacing and DM control, instead of players randomly deciding on getting their hands on something because of rules.

#80

FFSAA

Nov 26, 2014 19:07:40

The_Stray wrote:
#81

MechaPilot

Nov 26, 2014 19:10:46

FFSAA wrote:
#82

FFSAA

Nov 26, 2014 19:10:50

Mephi1234 wrote:
#83

Mephi1234

Nov 27, 2014 10:42:33

FFSAA wrote:
#84

MechaPilot

Nov 27, 2014 10:40:07

Mephi1234 wrote: