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Handling Poison

by Angelo Bertolli

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 he likes. 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 (or not so 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 to imitate 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 5 and 6 could be considered the same thing.) So here poison is divided into 5 major categories:

Saving Throw

Adjustment to saving throw is generally an indicator of how powerful the poison is, how strong it is. (Suggested range: +4 to -4.)

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)

Duration

This is the time the poison takes to run its course, after the incubation period.

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.

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 paralysed. 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 neutralise 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:

Chart 1

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

2d12 hours

1d8 hours

1d10 per hour

Moderate:

+1d3-2

1d2 turns

1d6 turns

1d2 per round

Strong:

-1d4

1d4-1 rounds

1d10 turns

1d20 per round

Chart 2

This is a more complex chart for the kind of DM who wants to give poison more "flavour." Yum.

1d3+2d4

Save Bonus

1d6

Incubation

1d12

Effect

Appearance

-------

----------

---

-------------

----

--------------------

---------------

3

-4

1

instantaneous

1

-1 to combat rolls

pain

4

-3

2

1d8 rounds

2

-1 to hit, +2 to AC

numbness

5

-2

3

1d6 turns

3

partial paralysis

paralysis

6

-1

4

1d4 hours

4

-1 to hit, 1/2 CHA

sores

7

+0

5

2d12 hours

5

1/2 STR, +2 AC

weakness

8

+1

6

1d6 days

6

-1 hit rolls, saves

mild sickness

9

+2

 

 

7

1/2 move, no actions

violent sickness

10

+3

 

 

8

comatose sleep

sleep

11

+4

 

 

9

1 dmg per round

poisoned

 

 

 

 

10

1d4 dmg per turn

poisoned/sick

 

 

 

 

11

1d10 dmg per hour

mildly sick

 

 

 

 

12

5d20 dmg per round

death