Talk:Better Poisons (3.5e Variant Rule)

Ratings
On another note, the magic mushroom seems to be off the charts: 2d8 Charisma damage? That goes against your no-instant-kill goal (especially considering Charisma is often a dump stat for both characters and monsters) as well as your objectives for vegetable poisons, which should be limited mostly to 1d6 damage, if I understand correctly.

Oh, and what about actual damage poisons? :P Secondary damages were not that useful indeed, but were sometimes used as a plot point or as a very strategic move (out of combat or before retreating). -HarrowedMind (talk) 20:29, 19 February 2013 (UTC)


 * Magic Mushrooms are ingested poisons, so they can't be delivered weapons. Actual damage poisons -- there's room for them, depending on numbers, someone else is free to add them. Surgo (talk) 22:52, 19 February 2013 (UTC)

Table Goals

 * Complete set of vegetable poisons, set at Craft DC 15, that deal 1d6 damage to an ability score for lower-level characters.
 * Complete set of animal poisons, set at Craft DC 20, that deal 1d8 damage to an ability score for slightly high-level characters good at finding corpses or using major creation.
 * Mineral poisons that have status effects set at Craft DCs appropriate to their balance.
 * Magic poisons that do really awesome stuff.