sorry, went back to critical hits to realize you double dice. I read it as you add another dice not double, I have been playing 5e wrong all this time..
Oh the possibilities. Warlock with Pact of the Chain: Imp and the 5th level invocation that allows for Bestow Curse. *shudder* 1. Imp dips its hands in a contact poison like Carrion Crawler Mucus (it's immune so no problems yet) 2. Have the imp go invisible and fly over near the target (he now has advantage on the attack roll, if I understand correctly) 3. Cast Bestow Curse, having the familiar deliver the touch, and choose the disadvantage as Con saves. Result: Creature gets cursed (Disadv. v. Con & Attacks against you; +1d8 dmg from you; Wis sv. every turn to do anything) and gets paralyzed (DC: 13 Con per turn to break for 1 min.; Everyone attacks it with advantage; Attacks inside 5' range auto-crit)
My favorite poison is something that creates hallucinations, something that contains the alkaloids scopolamine and atropine, like Datura species or psychoactive or Psilocybin magic mushrooms. That way, you can write down the hallucinations that the character is experiencing on a piece of paper and have them attempt to take the actions that they would take if the hallucinations were real. Only the character experiencing the hallucinations knows what they are. The other unaffected characters are not a party to this information. They only know what the character does and says not why they are doing it or what they are experiencing. What they do know is provided by the role play of the affected character. This makes for a very interesting game. Again, the scenarios that can be created are endless.
One thing that you mentioned at the 9:00 minute marker was it is expensive for only hit. However in the PH it says "You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces o f ammunition. Applying the poison takes an action. A creature hit by the poisoned w eapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying." It doesn't say one attack. It says retains potency for 1 minute. Also one thing to remember is that with the dagger of venom it actually adds +2 to the DC of added poisons.
One thing I was confused about poison was during an encounter a creature used poison but there were no effects that I could see. I looked to the DMG and still found no answers. Now that I watched this post I finally understand that it was a round by round save after a failed sv until a successful sv. Thanks guys I look forward to injecting, gassing, and cramming new and terrible poisons down my groups gullets, lol(maniacally)!
LOL yea poisons are pretty nifty. I was not sad to see save or suck go, but 5th has found some interesting was to make saves more lethal. -Nerdarchist Dave
Well I've never seen one of your videos before today, but I love it. You guys got some nice charisma rolls cause you were funny, offered good insight into the content, and just generally pleasing. Subscribing now.
I feel like any poison could be an injury poison since the bloodstream is so core to life. Also, I'm kinda thinking about how diseases are used as poison IRL, like the anthrax scare of years ago.
Alright I have a question to ask, Can a chaotic neutral character use poison on his weapons? Or do they have to be exclusively a assassin or evil to use them??
@@GiantSpaceCrabGrab any character can use poison, it's probably more to the point whether it would be in-character for any character of any alignment to actually do it. Ultimately it's probably DM discretion what's reasonable, but, personally, if I were a DM, I'd rule that there are little to no alignment conflicts in using fast-acting poisons to kill animals and non-sapient creatures. Unless, of course, poisons are completely outlawed, in which case lawfully aligned characters would probably have to work harder to justify it. Where it starts to drift into evil territory is if the poisons are especially cruel and/or used on sapient humanoids, especially innocents. A chaotic neutral character, though? I don't see the problem unless you overdo it. You're chaotic, so you don't have any qualms about breaking the law and the whole point of neutrality is that your character does some good things, some evil things. It then becomes a question of how many evil deeds your character commits and how severe the deeds are. If it becomes too much, it might be time for changing alignment to chaotic evil or neutral evil. But there's no reason even a lawful good character couldn't find a reason to use even the cruelest of poisons. Perhaps it was the lawful and good thing to do at the time. Or perhaps they had a momentary lapse in their sense of morality. Alignment shouldn't be a constraint on what your character *can* do, but more of a description of what they lean towards doing most of the time.
I am trying to find an answer to "is your character poisoned (condition) if you take poison damage?" Spells and monster attacks that cause poison damage don't have a save vs poison.
+Jonathon Mohon Not all poisons inflict the poisoned condition. Assassin's Blood specifies that the creature is poisoned on a failed save in addition to poison damage that it takes. If you read each sample poison's descriptions, it should specify whether or not the poisoned condition is applied. That's how I understand it anyway.
Alexander Maxwell Munchkins and the PCs who want to do other things with their characters besides, "I swing my sword, I shoot that orc." The Fabricate spell cuts through all of those time limit problems. Make anything that you have the components for with a 4th level spell slot and 10 minutes. Want to make cyanide, gather the minerals and refine it with magic. Want to get rich making full plate. Several blocks of iron and charcoal, some measurements and... bam! 1500 gp.armor. Wizard / Rogue Poison maker / Assassin is looking promising. Nate the Nerdarch
Nerdarchy If a 4th level spell replaces all the crafting needs, something is clearly wrong with the crafting system. Mundanes should have compareable ways to make things and it shouldnt be just magic users that are masters of crafting. :(
MrYaotubo 4th level spells aren't exactly falling from the sky it requires a 7th caster to even do. In a world were most npc's don't even have class levels I don't think it's a big deal. Player character classes are a minority or should be. - Nerdarchist Dave
Yea they make you roll twice of the die example a Orc has a d12 axe they get a crit so they roll two d12s plus strength or it doubles whatever you roll matters do usually.
ryan owens Thanks appreciate the kind words. I think it's good base line to cut down on the munchkining. So the book says 20 days a player can't give the DM a hard time because he can just refer them to the book if he doesn't want a ton of poison in his game. So I like it from that regards.. Suppose the DM decides it's outlandish as well and says it's the cost of materials. No fuss no muss. Previous editions were very disempowering for the DM 5e puts the ball squarely in their court. Also an incentive to adventure to harvest deadlier poisons from monsters. -Nerdarchist Dave
So, you've got a level 7 assassin character, using a shortsword with sneak attack. With surprise he deals 2d6 (shortsword) + 8d6 (sneak attack) damage. So far, easy-peasy. However, your player has thought ahead and purchased some purple worm poison (12d6 damage) and has applied it before his attack. The PHB states all damage on a Crit is doubled. Does this mean you are now doing 34d6 (2d6+8d6+24d6) on a critical hit with poison? My reading is that the poison takes effect after the hit and requires a saving throw, and is therefore not subjected to the critical hit rules. Therefore you'd be dealing 2d6+8d6 critical hit with a potential for an additional 12d6 (6d6 on a DC 19 save)l for a potential total of 22d6 (16d6 with save). Still nasty though.
Good question and yes the poison should probably be outside of the crit, but by the wording it could be taken everything is doubled. Don't forget the death stroke ability which doubles it all again. -erdarchist Dave
I had an idea for the use of poison that I wanted to know if would be legit. If you play a druid character, can't you just change into a poisonous animal and then milk yourself? Like, you could make some serious money from doing that, as having an unlimited supply of poison you can produce yourself that way would allow you to then go around selling it, and those poisons aren't cheap either, so even a low level druid could make some serious coin.
Xavier Madison Yeah, though here is when DMs would make reasons that woudnt work so you coudnt crash the economy and/or gain more money then "Wealth By Level". One of the most difficult issues, is combining magic + economy. As soon as magic enters the equation, you suddenly have druids selling things for a fortune and wizards conjuring and selling things created from nothing. Blacksmiths loosing income because a caster is better at making weapons and armor... TLDR: Unless you willing to crash the economy and have a long talk to the DM how your spending that money? I would avoid that. That said, you cant even craft in 5e for some reason i think, also very bad design from the creators of the rules. When theres clearly magic items around and blacksmiths, why cant one craft them oneself? :(
Hmmm... I reviewed the example poisons, and except for the few you mentioned, the others seem to let you off easy. Very few of them are lingering, or requiring any type of cure. Some just give damage and then that's it. "Oh, you saved on the purple worm poison? Bam, you take half damage totalling 21 poison damage." The 12th level dwarven fighter who has 50+ HP, shrugs and says. "Yah. ok...whatever. We're heading home anyway. Yo cleric, a bit of healing until campfire time and I can spend a hit dice or three..Yawn". Because in the above example, it does not say that if you fail your save (for the Purple Worm poison) that you have to save again on the next round. I don't know, it seems a little underpowered to me that with most of the poisons, you take hit point damage and you're done. Seems more like taking damage from a standard attack than encountering a poison. Almost every poison should be a little more difficult than that to get rid of, IMHO.
Then change them. Make them more lethal in your game if that is what you want. Apply the poison condition to those that poisoned if you think it's appropriate. Your game play it the way you want. I would just recommend you give your players a heads up if you are going to institute changes that make the game more lethal. -Nerdarchist Dave
robofthewest If your going to house rule poisons, *make sure* you print out a paper to all detailing the changes you want to make and ask players if they accept them before a campaign or in the middle of a campaign if you change it after session 1. Even if *you* want to change the rules, ask the group for a vote. If they overrule you you (democracy wins). Dont push it. Its just bad DMing to just change the rules when people dont expect it and dont know about it or change it despite the groups preference. :)
MrYaotubo making up rules and rulings on the fly is part of the DMs job. The dm can make whatever house rules he likes. He should make the players aware of them. They can choose not to play in that DMs game, but the DM gets to run the game their way. Honestly when a player wants to start telling me how to run the game I offer up the DM chair to them. In the case of making poison more lethal it is enough to just say that "Poisons will be deadlier in this game." Now all that being said the DM and players should layout their expectations for the game in the very beginning so everyone knows what they are getting involved with. - Nerdarchist Dave
Nerdarchy If a DM doesnt tell me the exact rules for things when its applicable before the game or when it relevent, i would question the DMs intentions. Its clearly favoring the DM here with unclear rules such as "Poison will be more deadly" and his intent to use it. And to me seems like "GM vs Players". We live in a democracy, the society is built on co-operation. If the DM thinks his "god of his world and the players are his toys", thats a sign of a bad DM. Thats what im reading from the post he/she wrote. Ive had DMs talk to me about houserules, but its always been "ill tell details as soon as they are written down. and we can vote on it as a group." being vague and tricking players? Not cool.
MrYaotubo you ever notice how the game has a dmg for dungeon masters and a phb for players? Do expect the dm to lay out all the monster's he intends to use so the group can vote on it? There are areas of the game that is for the DM and areas for the players. The DM's job is to run the game. Most of the DMs I interact with whole heartily believe in DM fiat. Also most of if not all of the dmgs printed say for the dm to change what they want. Now I agree there are some things that you should discuss with players. Tone, type of game, and dm/player expectations are all things that should be covered in session zero. I am open to suggestions, but if I'm going to enjoy DMing I have to be into the game I'm running. Nothing kills a game like a DM that isn't into the game he's running. Finally you can run the game however you want that's the beauty of rpgs. But to say something is bad DMing, because they don't do it your way. Really? Thanks for offering up your opinions and point of view I enjoy reading about how other gamers do things. - Nerdarchist Dave
Hey i would like to ask something. I faced some Assasins from monsters manual and they did a 7d6 poison dmg ( 24 on failed and 12 on succesful const roll ). Is this dmg added in every attack they make or it is only for the first?
Nerdarchy thank you very much for the response. Our party wiped hard cause dm used the 7d6 dmg in every hit with both weapons they used. We didnt find something about this in the books. Could you please explain why its only in the first hit? Thank again
DardamaniacGW2 The effect is on the weapon(s), and expended when hitting with an attack, just like throwing/projectile weapons gets destroyed up hitting a foe (atleast in pathfinder). The DM should look over the rules, and compensate your party with more experience and loot because the the DM forgot to re-apply the effect to the weapons, unless the weapons were enchanted to always have that effect. Thats how it works in pathfinder with such effects, they are one-time buffs to ones attack usually unless its a special case or reapplied as a action.
I could go for save or you are at zero hps and auto-fail the first of 3 saves vs. death. Which if your party isn't right up on you could be as good as dead.
Ranger Roy Sounds unfair and unfun to me personally, and also sounds like your out to treat players as foes rather then players that are there to have fun. You should ask your players and have a democratic vote before you intrduce it into your game (if you get overruled, dont push it), they might just flip the table if you pull that out of nowhere.
ok, I'm going rogue. the crafting rules are lame. In real life I could make an ingestion poison in 10 min. A poison like the aboriginal peoples use would probably take a day to make. I'm going to base poison damage and effects off of spells available to a ranger of similar level or arcane trickster. and just have an immense cost, and the need to find recipes for them.
Alexander Maxwell Looking at it from a resource light area like a fantasy campaign it can be difficult to get a hold of items. Very different from today where I can walk into my kitchen and make toxic gases from cleaning chemicals. That aside as we like to say at the Nerdarchy, " Do what you want. It is your game" Nate the Nerdarch
an aboriginal person can carry frogs with them and poison darts, poison isn't a rare material. A person living and "hunting" for a living would know which plants and animals had medicinal and poison characteristics. Snake venom for instance would take vey little effort to harvest or use. Poop on sticks, etc.
Alexander Maxwell that's what i was going to say hey I know were I can just have a walk in to the wood next to town and get a few different poisons as for making them, hell in ten minutes I could make a few dosses of a set of poisons for special occasions (no odder designed for different anatomy's or non fatal so on) and that's going full chemistry on them that could take awhile. but is it worth it, using your example, snakes yes that's would be the best flip a rock see the snake shoot the snake collect poison that's a lot of poison in ten minutes
Given the high cost per damage (monetary) and the high number of creatures and races that are either resistant or outright immune to poison, poison is THE lowest value way to deal damage or condition in the game. Given that it is a skill/toolkit, this is disappointing.
You've done traps and I've asked for more. Now I want more of the poisons. What do I want? Poisonous traps!! Seriously, talk about some of the traps that you've put before adventurers and how it can add to the dungeouneering aspect of the game please.
Poison does not double on crit, it is a separate source of damage from your attack, requiring the con fail. This has been confirmed.
Cool thanks.
- Nerdarchist Dave
why are the dice being doubled in the first place for a 3rd level assassin rogue?
sorry, went back to critical hits to realize you double dice. I read it as you add another dice not double, I have been playing 5e wrong all this time..
Oh the possibilities. Warlock with Pact of the Chain: Imp and the 5th level invocation that allows for Bestow Curse. *shudder*
1. Imp dips its hands in a contact poison like Carrion Crawler Mucus (it's immune so no problems yet)
2. Have the imp go invisible and fly over near the target (he now has advantage on the attack roll, if I understand correctly)
3. Cast Bestow Curse, having the familiar deliver the touch, and choose the disadvantage as Con saves.
Result: Creature gets cursed (Disadv. v. Con & Attacks against you; +1d8 dmg from you; Wis sv. every turn to do anything) and gets paralyzed (DC: 13 Con per turn to break for 1 min.; Everyone attacks it with advantage; Attacks inside 5' range auto-crit)
My favorite poison is something that creates hallucinations, something that contains the alkaloids scopolamine and atropine, like Datura species or psychoactive or Psilocybin magic mushrooms. That way, you can write down the hallucinations that the character is experiencing on a piece of paper and have them attempt to take the actions that they would take if the hallucinations were real. Only the character experiencing the hallucinations knows what they are. The other unaffected characters are not a party to this information. They only know what the character does and says not why they are doing it or what they are experiencing. What they do know is provided by the role play of the affected character. This makes for a very interesting game. Again, the scenarios that can be created are endless.
One thing that you mentioned at the 9:00 minute marker was it is expensive for only hit. However in the PH it says
"You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces o f ammunition. Applying the poison takes an action. A creature hit by the poisoned w eapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying."
It doesn't say one attack. It says retains potency for 1 minute.
Also one thing to remember is that with the dagger of venom it actually adds +2 to the DC of added poisons.
***** We've been known to goof on occasion. luckily we've got you guys to keep us on our toes.
-Nerdarchist Dave
One thing I was confused about poison was during an encounter a creature used poison but there were no effects that I could see. I looked to the DMG and still found no answers. Now that I watched this post I finally understand that it was a round by round save after a failed sv until a successful sv. Thanks guys I look forward to injecting, gassing, and cramming new and terrible poisons down my groups gullets, lol(maniacally)!
LOL yea poisons are pretty nifty. I was not sad to see save or suck go, but 5th has found some interesting was to make saves more lethal.
-Nerdarchist Dave
Well I've never seen one of your videos before today, but I love it. You guys got some nice charisma rolls cause you were funny, offered good insight into the content, and just generally pleasing. Subscribing now.
Thanks and welcome.
- Nerdarchist Dave
I feel like any poison could be an injury poison since the bloodstream is so core to life. Also, I'm kinda thinking about how diseases are used as poison IRL, like the anthrax scare of years ago.
Alright I have a question to ask, Can a chaotic neutral character use poison on his weapons? Or do they have to be exclusively a assassin or evil to use them??
well assuming you are making it and not buying it I think any character would be allowed to use it.
@@GiantSpaceCrabGrab any character can use poison, it's probably more to the point whether it would be in-character for any character of any alignment to actually do it.
Ultimately it's probably DM discretion what's reasonable, but, personally, if I were a DM, I'd rule that there are little to no alignment conflicts in using fast-acting poisons to kill animals and non-sapient creatures.
Unless, of course, poisons are completely outlawed, in which case lawfully aligned characters would probably have to work harder to justify it.
Where it starts to drift into evil territory is if the poisons are especially cruel and/or used on sapient humanoids, especially innocents.
A chaotic neutral character, though? I don't see the problem unless you overdo it. You're chaotic, so you don't have any qualms about breaking the law and the whole point of neutrality is that your character does some good things, some evil things. It then becomes a question of how many evil deeds your character commits and how severe the deeds are. If it becomes too much, it might be time for changing alignment to chaotic evil or neutral evil.
But there's no reason even a lawful good character couldn't find a reason to use even the cruelest of poisons. Perhaps it was the lawful and good thing to do at the time. Or perhaps they had a momentary lapse in their sense of morality. Alignment shouldn't be a constraint on what your character *can* do, but more of a description of what they lean towards doing most of the time.
I am trying to find an answer to "is your character poisoned (condition) if you take poison damage?" Spells and monster attacks that cause poison damage don't have a save vs poison.
+Jonathon Mohon Not all poisons inflict the poisoned condition. Assassin's Blood specifies that the creature is poisoned on a failed save in addition to poison damage that it takes. If you read each sample poison's descriptions, it should specify whether or not the poisoned condition is applied. That's how I understand it anyway.
what do you think of the PHB crafting rules? 1 day for every 5g in value plus a 2.5g cost per 5 g value. Thats stiff of a limited use item.
It is kind of brutal. I feel they are trying to beat down the munchkins.
-Nerdarchist Dave
Alexander Maxwell Munchkins and the PCs who want to do other things with their characters besides, "I swing my sword, I shoot that orc." The Fabricate spell cuts through all of those time limit problems. Make anything that you have the components for with a 4th level spell slot and 10 minutes. Want to make cyanide, gather the minerals and refine it with magic. Want to get rich making full plate. Several blocks of iron and charcoal, some measurements and... bam! 1500 gp.armor. Wizard / Rogue Poison maker / Assassin is looking promising. Nate the Nerdarch
wow that's ..... crazy to get enough levels to cast a 4th...so what level 6th maybe.... argghh... I just want a bit of poison.
Nerdarchy If a 4th level spell replaces all the crafting needs, something is clearly wrong with the crafting system.
Mundanes should have compareable ways to make things and it shouldnt be just magic users that are masters of crafting. :(
MrYaotubo 4th level spells aren't exactly falling from the sky it requires a 7th caster to even do. In a world were most npc's don't even have class levels I don't think it's a big deal. Player character classes are a minority or should be.
- Nerdarchist Dave
I thoughts crits only give max damage now, not double. Am I wrong?
Yea they make you roll twice of the die example a Orc has a d12 axe they get a crit so they roll two d12s plus strength or it doubles whatever you roll matters do usually.
what book are they using
or you can be a green dragon born and poison can't affect you, or at least it doesn't in my game
has anyone seen how long it takes to craft basic poison?
20 days under the crafting rules of down time activities pg 187. You can craft 5 gp of a poison day. Hope that helps.
-Nerdarchist Dave
I knew the answer, I just wanted to see if anyone thought that was outlandish. Also, thanx for the response dave!! You guys run a good channel!
ryan owens
Thanks appreciate the kind words. I think it's good base line to cut down on the munchkining. So the book says 20 days a player can't give the DM a hard time because he can just refer them to the book if he doesn't want a ton of poison in his game. So I like it from that regards.. Suppose the DM decides it's outlandish as well and says it's the cost of materials. No fuss no muss. Previous editions were very disempowering for the DM 5e puts the ball squarely in their court. Also an incentive to adventure to harvest deadlier poisons from monsters.
-Nerdarchist Dave
Nerdarchy I agree with you completely!!
So, you've got a level 7 assassin character, using a shortsword with sneak attack. With surprise he deals 2d6 (shortsword) + 8d6 (sneak attack) damage. So far, easy-peasy. However, your player has thought ahead and purchased some purple worm poison (12d6 damage) and has applied it before his attack. The PHB states all damage on a Crit is doubled. Does this mean you are now doing 34d6 (2d6+8d6+24d6) on a critical hit with poison?
My reading is that the poison takes effect after the hit and requires a saving throw, and is therefore not subjected to the critical hit rules. Therefore you'd be dealing 2d6+8d6 critical hit with a potential for an additional 12d6 (6d6 on a DC 19 save)l for a potential total of 22d6 (16d6 with save). Still nasty though.
Good question and yes the poison should probably be outside of the crit, but by the wording it could be taken everything is doubled. Don't forget the death stroke ability which doubles it all again.
-erdarchist Dave
ThuleanPerspective
instances are rare and specific.
-Nerdarchist Dave
No, poison is not doubled in crit. It is a separate source of damage that takes place after the con fail. This has been confirmed.
I had an idea for the use of poison that I wanted to know if would be legit. If you play a druid character, can't you just change into a poisonous animal and then milk yourself? Like, you could make some serious money from doing that, as having an unlimited supply of poison you can produce yourself that way would allow you to then go around selling it, and those poisons aren't cheap either, so even a low level druid could make some serious coin.
Xavier Madison Yeah, though here is when DMs would make reasons that woudnt work so you coudnt crash the economy and/or gain more money then "Wealth By Level".
One of the most difficult issues, is combining magic + economy. As soon as magic enters the equation, you suddenly have druids selling things for a fortune and wizards conjuring and selling things created from nothing. Blacksmiths loosing income because a caster is better at making weapons and armor... TLDR: Unless you willing to crash the economy and have a long talk to the DM how your spending that money? I would avoid that.
That said, you cant even craft in 5e for some reason i think, also very bad design from the creators of the rules.
When theres clearly magic items around and blacksmiths, why cant one craft them oneself? :(
Hmmm... I reviewed the example poisons, and except for the few you mentioned, the others seem to let you off easy. Very few of them are lingering, or requiring any type of cure. Some just give damage and then that's it. "Oh, you saved on the purple worm poison? Bam, you take half damage totalling 21 poison damage." The 12th level dwarven fighter who has 50+ HP, shrugs and says. "Yah. ok...whatever. We're heading home anyway. Yo cleric, a bit of healing until campfire time and I can spend a hit dice or three..Yawn". Because in the above example, it does not say that if you fail your save (for the Purple Worm poison) that you have to save again on the next round. I don't know, it seems a little underpowered to me that with most of the poisons, you take hit point damage and you're done. Seems more like taking damage from a standard attack than encountering a poison. Almost every poison should be a little more difficult than that to get rid of, IMHO.
Then change them. Make them more lethal in your game if that is what you want. Apply the poison condition to those that poisoned if you think it's appropriate. Your game play it the way you want. I would just recommend you give your players a heads up if you are going to institute changes that make the game more lethal.
-Nerdarchist Dave
robofthewest If your going to house rule poisons, *make sure* you print out a paper to all detailing the changes you want to make and ask players if they accept them before a campaign or in the middle of a campaign if you change it after session 1.
Even if *you* want to change the rules, ask the group for a vote. If they overrule you you (democracy wins). Dont push it.
Its just bad DMing to just change the rules when people dont expect it and dont know about it or change it despite the groups preference. :)
MrYaotubo making up rules and rulings on the fly is part of the DMs job.
The dm can make whatever house rules he likes. He should make the players aware of them. They can choose not to play in that DMs game, but the DM gets to run the game their way. Honestly when a player wants to start telling me how to run the game I offer up the DM chair to them.
In the case of making poison more lethal it is enough to just say that "Poisons will be deadlier in this game."
Now all that being said the DM and players should layout their expectations for the game in the very beginning so everyone knows what they are getting involved with.
- Nerdarchist Dave
Nerdarchy If a DM doesnt tell me the exact rules for things when its applicable before the game or when it relevent, i would question the DMs intentions.
Its clearly favoring the DM here with unclear rules such as "Poison will be more deadly" and his intent to use it.
And to me seems like "GM vs Players".
We live in a democracy, the society is built on co-operation.
If the DM thinks his "god of his world and the players are his toys", thats a sign of a bad DM.
Thats what im reading from the post he/she wrote.
Ive had DMs talk to me about houserules, but its always been "ill tell details as soon as they are written down. and we can vote on it as a group."
being vague and tricking players? Not cool.
MrYaotubo you ever notice how the game has a dmg for dungeon masters and a phb for players?
Do expect the dm to lay out all the monster's he intends to use so the group can vote on it? There are areas of the game that is for the DM and areas for the players.
The DM's job is to run the game. Most of the DMs I interact with whole heartily believe in DM fiat. Also most of if not all of the dmgs printed say for the dm to change what they want.
Now I agree there are some things that you should discuss with players. Tone, type of game, and dm/player expectations are all things that should be covered in session zero.
I am open to suggestions, but if I'm going to enjoy DMing I have to be into the game I'm running. Nothing kills a game like a DM that isn't into the game he's running.
Finally you can run the game however you want that's the beauty of rpgs. But to say something is bad DMing, because they don't do it your way. Really?
Thanks for offering up your opinions and point of view I enjoy reading about how other gamers do things.
- Nerdarchist Dave
Hey i would like to ask something.
I faced some Assasins from monsters manual and they did a 7d6 poison dmg ( 24 on failed and 12 on succesful const roll ).
Is this dmg added in every attack they make or it is only for the first?
I'd go with the 1st unless they reapply the poison.
- Nerdarchist Dave
Nerdarchy thank you very much for the response. Our party wiped hard cause dm used the 7d6 dmg in every hit with both weapons they used. We didnt find something about this in the books. Could you please explain why its only in the first hit? Thank again
DardamaniacGW2 The effect is on the weapon(s), and expended when hitting with an attack, just like throwing/projectile weapons gets destroyed up hitting a foe (atleast in pathfinder). The DM should look over the rules, and compensate your party with more experience and loot because the the DM forgot to re-apply the effect to the weapons, unless the weapons were enchanted to always have that effect. Thats how it works in pathfinder with such effects, they are one-time buffs to ones attack usually unless its a special case or reapplied as a action.
I'm a firm believer that every edition of D&D should have at least 1 poison that is "save or die".
I could go for save or you are at zero hps and auto-fail the first of 3 saves vs. death. Which if your party isn't right up on you could be as good as dead.
Well there is several poisons that will kill a low level character even if you make all of your saves.
-Nerdarchist Dave
Nope "save or die" at least 1 poison.
Ranger Roy well its your game make it. 5e is all about making it your game.
- Nerdarchist Dave
Ranger Roy Sounds unfair and unfun to me personally, and also sounds like your out to treat players as foes rather then players that are there to have fun.
You should ask your players and have a democratic vote before you intrduce it into your game (if you get overruled, dont push it), they might just flip the table if you pull that out of nowhere.
ok, I'm going rogue. the crafting rules are lame. In real life I could make an ingestion poison in 10 min. A poison like the aboriginal peoples use would probably take a day to make. I'm going to base poison damage and effects off of spells available to a ranger of similar level or arcane trickster. and just have an immense cost, and the need to find recipes for them.
Alexander Maxwell Looking at it from a resource light area like a fantasy campaign it can be difficult to get a hold of items. Very different from today where I can walk into my kitchen and make toxic gases from cleaning chemicals. That aside as we like to say at the Nerdarchy, " Do what you want. It is your game" Nate the Nerdarch
an aboriginal person can carry frogs with them and poison darts, poison isn't a rare material. A person living and "hunting" for a living would know which plants and animals had medicinal and poison characteristics. Snake venom for instance would take vey little effort to harvest or use. Poop on sticks, etc.
Alexander Maxwell Natural phenomenon can make for a nice addition to the game. Nerdarchist Ted
Alexander Maxwell that's what i was going to say hey I know were I can just have a walk in to the wood next to town and get a few different poisons as for making them, hell in ten minutes I could make a few dosses of a set of poisons for special occasions (no odder designed for different anatomy's or non fatal so on) and that's going full chemistry on them that could take awhile. but is it worth it, using your example, snakes yes that's would be the best flip a rock see the snake shoot the snake collect poison that's a lot of poison in ten minutes
Given the high cost per damage (monetary) and the high number of creatures and races that are either resistant or outright immune to poison, poison is THE lowest value way to deal damage or condition in the game. Given that it is a skill/toolkit, this is disappointing.
I was the 100th like muahahahahahahaha
You've done traps and I've asked for more. Now I want more of the poisons. What do I want? Poisonous traps!! Seriously, talk about some of the traps that you've put before adventurers and how it can add to the dungeouneering aspect of the game please.
We take all viewer requests into consideration. I'll talk to the guys.
- Nerdarchist Dave