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Handling Poison

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Posted by Angelo on May 3, 2001

The purpose of this document is to provide the DM with a system for handling poisons that can be as complicated or as simple as desired. Different ways of handling poisons range from instant death (as found in the Dungeons and Dragons game) and the simple 1 point of damage per round (as found in video games like the Ultima series). These are both very simple, but not realistic ways of handling ALL poisons. Some games have cumbersome charts that still have their limitations. And even with a chart, poisons shouldn’t be completely random. So hopefully this document will help the DM come up with a satisfactory method of handling poisons. This is by no means a scientific analysis of poison or any attempt for reality. This is merely for game play.

Properties of Poison

The first step is to simplify the whole poison system. The effects of poisons seem to be random at best. But this is not really the case. When you think about it, poisons have 4 or 5 properties at the most. (Numbers 4 and 5 could be considered the same thing.) So here poison is divided into 5 major categories:

  1. Saving Throw: Adjustment to saving throw is generally an indicator of the poison’s strength. (Suggested range: +4 to -4.)
  2. Incubation Period: The time before poison takes effect can also be determined by how powerful you think the poison should be, or how fast it reaches the bloodstream (breathing, ingestion, injection, etc.) (Typical ranges: 1 day to instantaneous)
  3. Duration: This is the time the poison takes to run its course, after the incubation period.
  4. Effect: The effect of the poison can be damage, penalties to rolls, and any other quantifiable modification to game play. Effects should be used with the next optional category “appearance” for the best game play.
  5. Appearance: This is how the poison affects the non-quantifiable modification to game play. This is somewhat optional, but can include things like sores, vomiting, or anything else which can be part of the story, but doesn’t really affect the numbers of game play.

Poison Creation

DM:      You step on a block that depresses; a dart shoots out of a crack in
         the wall and hits you.  Make a saving throw vs poison.

Player:  I rolled a 10.

DM:      You can't feel any effects.

game hours later...

DM:      The ogre misses you.  Suddenly your arms feel strange and are becoming
         numb.  All your muscles are getting slower.

Player:  Hide in the shadows around the corner in the hallway.

DM:      You try to get out as quickly as possible, leaving to the protection of
         the corridor.  You become paralyzed.  You hear the ogre coming towards
         you and hope that you hid well...

As you can see from this example, the player wasn’t sure he had been poisoned, and the effects did not occur until later. This kind of situation could be very interesting and fun with other players to help out, but may be considered somewhat “mean” of the DM if the character is alone. This gives characters a chance to be cautious and makes antidotes and spells like neutralize poison more important.

The DM in this situation can easily create a poison ahead of time, or on the spot. The DM may want to make some charts for quick reference such as the ones below:

Simple Chart

This chart is a simple chart that contains weak, moderate, and strong poisons that do damage. This is particularly good for a DM who wants to give the players a chance to use their antidotes once the poison sets in.

             Save Bonus     Incubation        Duration         Damage
             -----------    ---------------   -------------    -------------
Weak:        +1d4           1d6 hours         1d8 hours        1d4 per turn
Moderate:    0              1d4 turns         1d6 turns        1d2 per round
Strong:      -1d4           instant           1d10 turns       1d20 per round

Effects Chart

This is a chart for the kind of DM who wants to give poison more “flavor.” Yum. You can use the chart above to supplement the results, or determine the missing pieces on your own.

1d6  Incubation         1d12   Effect                Appearance
---  -------------      ----  --------------------  ---------------
 1    instantaneous      1     -1 to combat rolls    pain
 2    1d8 rounds         2     -1 to hit, +2 to AC   numbness
 3    1d6 turns          3     partial paralysis     paralysis
 4    1d4 hours          4     -1 to hit, 1/2 CHA    sores
 5    2d12 hours         5     1/2 STR, +2 AC        weakness
 6    1d6 days           6     -1 hit rolls, saves   mild sickness
                         7     1/2 move, no actions  violent sickness
                         8     comatose sleep        sleep
                         9     1 dmg per round       poisoned
                        10     1d4 dmg per turn      poisoned/sick
                        11     1d10 dmg per hour     mildly sick
                        12     5d6 dmg per round     death
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Last modified on June 11, 2007

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