Rogue and poison

Post/Author/DateTimePost
#1

Soltar

Sep 17, 2014 14:58:59

I am quite puzzled at D&D next introduction of poison the way it is now.

 

A rogue choosing the assassin path gets proficiency with the poisoner kit and the only poison available in the player handbook can be coated on a weapon, used 10 times before fading, and does 1D4 damage on a target granted it fails a very easy Constitution check. In short, it has a 45% chance of working on a target without any constitution modifier bonus or less than that on any target with a  bonus.

 

Now the funniest is yet to come. This poison vial costs a ridiculous high price of 100 gp and if you ever want to craft one, it wil cost 50 gp and requires 20 days of work !! All this for 10 strikes without any solid guaranty of success.

 

Also having a DM roll a Constitution check on every strike for a mere D4 damage is really time consuming and not really worth it past level 1.

 

I am aware that more complete rules about that will come later, hopefully with the DMG in december but the way it is implemented now rather feels like a BIG joke to me. Poison use is still in "alpha" the way it is now. And I don't even understand the point in releasing it that way in the PHB now.

#2

spelley

Sep 17, 2014 15:26:29
Having a poisoned weapon makes for Rapier go from 1d8 to the equivalent of 1d12 seems fairly significant. Also, 1-2 extra rolls per round isn't that big of a deal as a DM for me.
(Reply to #2)

Soltar

spelley wrote:
#4

Zardnaar

Sep 17, 2014 15:38:20

It is part of the balance at all costs mentality. Being blunt if you want better poisons play a different ediiton. Our C&C assassin was using +3d6 damage poison/1d12 on a successful save type posions. If people wonder why some of us prefer older ediitons/clones thats why. Some poisons are save or die take 20 dmage on a successful save so your options are death/20.

 

 Thats a real assassin;0.

 

 

 

 

(Reply to #4)

Soltar

Zardnaar wrote:
#6

Zardnaar

Sep 17, 2014 15:45:49

Soltar wrote:
#7

spelley

Sep 17, 2014 15:44:26
Obviously not automatic, as the save is required. That is just the one poison listed though. Chances are more poison types, along with more of every other item, coming in the DMG. Also, I would expect that would be something that DMs can be expected to make more of. Actually, thinking of it, concocting new poisons would be an awesome use of the Downtime System.....
#8

Zardnaar

Sep 17, 2014 15:47:57

spelley wrote:
(Reply to #8)

Soltar

Zardnaar wrote:
#10

Saelorn

Sep 17, 2014 16:19:42

Soltar wrote:
#11

Chiisai_Usagi

Sep 17, 2014 16:19:51

I think the cost/variance/etc is pretty good for a poison that is easily (relative term) made by anyone who can make poisons, and better poisons can be (should be?) left to adventuring.  For instance, the Giant Spider in the PHB has a higher damage poison than that.  I could see collecting that poison to be both a quest and, subsequently, an item for use by a rogue/assassin who collected it or purchased it at a premium.

 

Even if it's just an interim solution until December I think there's enough poison between the available supplements to provide some small selection as goals.  As far as making them goes, though...I haven't decided if I like that idea or not (in terms of replicating a particular creatures poison).  Perhaps you could, starting from a small amount of the 'base' poison?

#12

MechaPilot

Sep 17, 2014 16:51:20

Zardnaar wrote:
#13

arnwolf666

Sep 17, 2014 16:52:06

Does everyone get to use poison? Why would someone not use poison?

#14

Chiisai_Usagi

Sep 17, 2014 16:55:55

arnwolf666 wrote:
(Reply to #14)

arnwolf666

Chiisai_Usagi wrote:
#16

Sword_of_Spirit

Sep 17, 2014 17:05:47

The assassin NPC from the Hoard of the Dragon Queen supplement pdf is using a very powerful poison, which appears to have identical stats to wyvern poison. So it sounds like monster poisons should be fair game.  Up to the DM how to implement them at this point. I expect rules will be found in the DMG.

 

 

 

#17

MechaPilot

Sep 17, 2014 17:08:10

arnwolf666 wrote:
#18

strider13x

Sep 17, 2014 17:49:26

Poisons need to remain in the hands of the DM. Adding things such as magic items and poisons in the PHB entitles players to demand these potentially disruptive elements thus taking away some ability of the DM to craft a story.

 

As a side note I would allow a poisoner to add Prof bonus to basic poison DC.

#19

Chiisai_Usagi

Sep 17, 2014 17:54:18

strider13x wrote:
#20

MechaPilot

Sep 17, 2014 17:54:57

strider13x wrote:
#21

Zardnaar

Sep 17, 2014 17:57:12

MechaPilot wrote:
#22

MechaPilot

Sep 17, 2014 18:01:37

Zardnaar wrote:
#23

strider13x

Sep 17, 2014 18:08:50

And I as DM would allow anything in the PHB, so there's that...

 

Big difference comparing spellcasting with equipment. Not anyone can cast high level spells. One of our players went Rogue/Mage and took mostly poison-based damage spells to represent his ability. That is a good approach if players want to dedicate themselves to that archetype.

#24

MechaPilot

Sep 17, 2014 18:17:03

strider13x wrote:
#25

Zardnaar

Sep 17, 2014 18:21:58

Do spells that deal poison damge and the basic poison grant the poisoned condition? Thats a major debuff right there. 

#26

MechaPilot

Sep 17, 2014 18:26:54

Zardnaar wrote:
#27

Zardnaar

Sep 17, 2014 19:20:35

MechaPilot wrote:
#28

MechaPilot

Sep 17, 2014 19:23:54

Zardnaar wrote:
#29

FrankJones

Sep 17, 2014 20:39:10

The poisoner's kit allows you to use your proficiency bonus to craft or *use* poisons. 

 

So the DC for using the basic poison should be 10+ proficiency for someone proficient in the kit. 

 

Also, crafting if I recall is 5gp /day based on 1/2 the retail cost. So not 20 but 10 days. 

 

Still steep IMO but less so. 

#30

Chiisai_Usagi

Sep 17, 2014 21:20:24

Zardnaar wrote:
#31

arnwolf666

Sep 17, 2014 21:23:59

I really like poison as different status disorders rather than just damage, ability score damage was cool too.  Always damage is just boring to me.

(Reply to #10)

Soltar

Saelorn wrote:
(Reply to #15)

Soltar

arnwolf666 wrote:
(Reply to #33)

arnwolf666

Soltar wrote:
(Reply to #34)

Soltar

arnwolf666 wrote:
#36

Saelorn

Sep 18, 2014 10:21:22

Soltar wrote:
#37

Brige

Sep 18, 2014 17:51:43

Just make friends with a durid and have them charm the pants off a Wyvern and milk its tail spike.  7d6 poison damage DC 15 con save for half damage.  Put that on a short sword and hit on a surprise back stab as an 9th level assassin for 1d6+5 sword damage +5d6 back stab +7d6 poison and then it is all doubled because of the auto crit from being an assassin.  The average damage before crit application is 50, the double it to 100 for the crit.  I used 3.5 on a d6 as the average and rounded down.  That's pretty darn good damage at 9th level.

(Reply to #37)

Soltar

Brige wrote:
#39

IgnatiusJ.Reilly

Sep 20, 2014 8:57:21

MechaPilot wrote: