Aplus
Level 6 Magician
Posts: 353
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Post by Aplus on Jun 9, 2011 14:12:00 GMT -6
I'm hoping to get some tips on narrating a successful save versus deadly poison. It has come up a few times, and my lame attempts have left me feeling that something is missing. I am just having trouble wrapping my brain around the concept, I guess.
So my crappy attempt goes something like this: "As you are fiddling with the latch, a small needle is ejected from the mechanism, and it pricks you. Roll save vs. poison"
save is made
"So yeah, you have this terrible poison coursing through your veins, and all your muscles start to burn. You clench your fists and grit your teeth for a few moments, but then you are all better."
As you can see, I'm just not getting something. Maybe the save means the needle didn't break the skin? Maybe it means the poison is very old and no longer effective? Please share how you narrate a save vs. poison in such a way that it actually makes sense.
Thanks in advance for your help!
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Post by talysman on Jun 9, 2011 23:44:23 GMT -6
I see nothing wrong with the events of the narration, although I might phrase it a bit different... but my personal interpretation of all saving throw situations is that the effect happens, but the character was lucky enough to escape the worst (Fireball) or shake it off entirely (poison, petrification.)
"You feel a tiny needle prick and a burning sensation inside your finger. It starts to spread up your arm! Roll a d20!" (success!) "You think for a moment you're about to die, but you grit your teeth and fight it. You think you'll be OK."
At this point, further narration depends on whether it's a simple one-time poison or something that requires a series of saves over time, until it's out of the character's system. I might want to describe the poison's effect as lingering, but bearable; the player knows the character has been poisoned, but suffers no ill effects except in the form of "fluff". It might take an hour for the effect to actually go away; if it doesn't, the player should be worried.
Why did the poison fail? The player may never know. Maybe it's real, dangerous poison, but the character just has a strong enough constitution to survive (THIS time,) or the character is too ornery to die, or love gave him the will to live, or the gods intervened.
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Post by waysoftheearth on Jun 10, 2011 0:05:20 GMT -6
Or (possibly?) have the character proactively do something that prevents the poisoning, such as sucking the venom out of the wound, tying a tourniquet, drinking an antidote, applying a cure all, or washing the venom away... Or (perhaps?) the character has built up a resistance to the poison due to past encounters? Or bears a Holy blessing (or Infernal curse) that dulls the venom? Perhaps there is some snake or scorpion (or whatever) heritage in the character's blood that explains his/her resistance? You can make up just about anything... These explanations are great for PBP or other text based format, but it's worthwhile noting that at the game table dumb luck can be a convenient and highly entertaining factor
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Aplus
Level 6 Magician
Posts: 353
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Post by Aplus on Jun 10, 2011 12:21:41 GMT -6
Haha, I love that idea:
"If you want to try to suck it out, I'll let you roll a save!"
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Post by coffee on Jun 10, 2011 14:52:15 GMT -6
Haha, I love that idea: "If you want to try to suck it out, I'll let you roll a save!" A friend of mine had an opportunity to play with Dave Arneson once a few years ago, and said that there were NO saving throws at Dave's table unless you came up with a reason for one. So this makes total sense to me.
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Aplus
Level 6 Magician
Posts: 353
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Post by Aplus on Jun 10, 2011 16:42:46 GMT -6
Haha, I love that idea: "If you want to try to suck it out, I'll let you roll a save!" A friend of mine had an opportunity to play with Dave Arneson once a few years ago, and said that there were NO saving throws at Dave's table unless you came up with a reason for one. So this makes total sense to me. An interesting take that I might be inclined to try out!
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Valandil
Level 2 Seer
Master Of Dungeons
Posts: 44
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Post by Valandil on Jun 12, 2011 19:25:11 GMT -6
Haha, I love that idea: "If you want to try to suck it out, I'll let you roll a save!" A friend of mine had an opportunity to play with Dave Arneson once a few years ago, and said that there were NO saving throws at Dave's table unless you came up with a reason for one. So this makes total sense to me. Thats tough! (In a good way)
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