Poison and Poisoners' Kits

Post/Author/DateTimePost
#1

JackKerras

Aug 21, 2014 13:14:02

Hey folks,

 

I see that there's a poisoner's kit, and there's the ability to craft 'poisons', but only really a single basic poison which adds d4 damage to attacks with a weapon for 6 rounds.

 

Short of world-flavor versions of such things (IE rolling to brew a poison that you will use to assassinate a person of significance without physical proximity at the time of death, etc.), I can't find other poisons or extra things that one might do.  Are there not poisons which inflict d4 rounds of Disadvantage on saving throws, a few rounds of making saves to avoid attacking hallucinations, or otherwise cause front-loaded, time-and-money-necessary debuffs a character could use to their advantage in a limited way?

 

With part of the fun of roleplaying in general being preparation for the challenges ahead, having a few different options in this sense (not a backpack full of poison vials, necessarily, just extra options) would seem to follow.  d4 damage isn't very interesting and doesn't provide much in the way of real gameplay options or character flavor, although I surely recognize that starting to stack extra debuffs and things on enemies is getting back to the 3.5-era math-heavy too-long-combat situation.

#2

Kattahn

Aug 21, 2014 13:18:48

Those will most likely be in the DMG, and future rogue splatbooks. I think they just put the very basics in the PHB as a framework for future content. Thats how its worked in the past.

#3

JackKerras

Aug 21, 2014 13:20:05

House rules for now, I guess!