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Post by Deleted on Nov 29, 2008 18:50:25 GMT -6
Any thoughts on what a PC should go through if they're "researching" the existence of a potion of neutralize poison or basically some sort of antidote to poison.
In general, all the D&Ds seem to make curing poison difficult (4th level spell, no potions in the books, etc.) Any thoughts as to why that is?
GW-
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Post by jimlotfp on Nov 29, 2008 19:00:39 GMT -6
Because poison is supposed to kill?
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Post by Deleted on Nov 29, 2008 21:02:42 GMT -6
Because poison is supposed to kill? Well, yeah. I suppose I was comparing it to cure disease, remove curse, cure light wounds (a lack of hit points also kills), etc. Forget the second question, if that's so stupid. Care to take a stab at the first? GW-
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Post by Deleted on Nov 30, 2008 5:03:45 GMT -6
Any thoughts on what a PC should go through if they're "researching" the existence of a potion of neutralize poison or basically some sort of antidote to poison. In general, all the D&Ds seem to make curing poison difficult (4th level spell, no potions in the books, etc.) Any thoughts as to why that is? GW- From Volume III: Alchemists may conduct research, but the time and expense are twice that of a Magic-User, and they may only work on poisons.That seems a reasonable starting point for expansions on poison and its applications, such as antidotes or slow poison potions. As far as difficulty regarding curing poison? I'm going to guess that poison worked more or less immediately in the early stages of D&D. I know in later years Gary said a player had a minute or so to do something about poisoning but I'm thinking this wasn't the case at first. HTH.
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sham
Level 6 Magician
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Post by sham on Dec 1, 2008 23:57:38 GMT -6
Any thoughts on what a PC should go through if they're "researching" the existence of a potion of neutralize poison or basically some sort of antidote to poison. In general, all the D&Ds seem to make curing poison difficult (4th level spell, no potions in the books, etc.) Any thoughts as to why that is? GW- From Volume III: Alchemists may conduct research, but the time and expense are twice that of a Magic-User, and they may only work on poisons.That seems a reasonable starting point for expansions on poison and its applications, such as antidotes or slow poison potions. As far as difficulty regarding curing poison? I'm going to guess that poison worked more or less immediately in the early stages of D&D. I know in later years Gary said a player had a minute or so to do something about poisoning but I'm thinking this wasn't the case at first. HTH. I think that's a typo under the Alchemist description. I'm assuming it should read "may only work on potions". Regardless, you are right in that hiring an Alchemist might be a step in the right direction. The LBB reference damage from poison, but nothing in regard to save or die poisons. I've always assumed most were of the save or die type, and recently decided that Green Dragon breath was the save for one-half type. There's just not a lot of info about poison in OD&D. It is left to the referee to determine the onset time of poisons. Instant death might only occur from Green Dragon breath in your campaign, for example. The save or die types might give the victim just enough time to quaff a home brewed Poison Antidote, but only if it his upon his or her person? In real world terms, there is a unique antidote required for each and every poison type out there, so it might be difficult to have the right one. A magical potion might even be designed to delay all poisons, or cleanse the drinker's system violently, rendering him incapacitated for a time. Lots of possibilities here. Let the players pay for the Alchemist, and then home brew something that lets poison remain threatening and exciting, but might give those who miss a save another chance at survival. Just gathering the ingredients needed for such alchemy could be an adventure unto itself.
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Post by snorri on Dec 2, 2008 3:51:07 GMT -6
It seems clearly stated that poson does damages, not save or die. Two clues to know how: - Weapons do 1d6, because 1d6 is enough to kill a normal guy. So it could be 1d6 for poison too. - dragon breath could give the baiss for monster poison damage: equal to his HPs. But the main problem (apart being very destructive) is that Dragon should be worst than anything else.
So, my suggestion : standard poison is 1d6, monster poison is 1d6 for every two HDs
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sham
Level 6 Magician
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Post by sham on Dec 2, 2008 12:22:26 GMT -6
The only poison threats in the OCE White Box are a Wyvern’s sting, a Purple Worm's sting, a Green Dragon’s Chlorine Gas, the M-U spell Cloudkill, and the deadly Poison Potion. Unless I've missed something, that is.
I rule that the Wyvern and Purple Worms, being relatives of the Dragon, have a sting equal to their HD, save for one-half. Green Dragons breathe a save for one-half damage chlorine gas cloud. Cloudkill forces a save or die from victims with less than 5 HD. The Poison Potion has no details in volume 2. I'd play them as save or die.
I think the important thing is to never allow precautions on behalf of the players to completely remove the threats of poison, stoning, level drain or traps from your campaign.
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