18 is too much on a phase spider. Poison is enough of a hardship already, and these ones are particularly bad as they remove constitution, potentially killing outright if someone is below maximum health.
And please, no guff about how their ab is low so it isn't a problem. Spiders, like kobold snipers, roll way more than their share of 18-20s.
For something that is worth no xp and is plentiful, this is just way too much in a server already rife with poison and disease.
Dire Spiders in the ruins. DC 26. Even my L8 16 CON Dwarf hated that, it's effectively unsaveable.
...There are hundreds of Poison save items out there. You can easily achieve +21 poison saves, hell, I've gotten +23!
Ymph = dangerous.
Spiders = dangerous.
Hm, seems to fit in.
Feat +4 vs poison rules.
Irongut potions everyone leaves on the ground in loot share.
Flora domain: turns vermin.
Ask clerics to have restores ready, not the usual buffs.
And if that's not enough, if ya can't fight them, dun' go where they are.
Poison is the only danger spiders bring, don't lower it.
As has been said:
TONS of poison save items are out there.
TONS of Ironguts potions are out there.
TONS of poison save items are out there. (did I say that already?)
Anyways, I think poison is fine as it is.
That is the normal DC for phase spiders.
the itens stack?
QuoteYmph = dangerous.
Spiders = dangerous.
Hm, seems to fit in.
Okay, let's make the DC 99 so no one can ever save then.
QuoteThat is the normal DC for phase spiders.
I thought the normal DC for phase and giant spiders in efua was 15 and that it had recently been upped, I could be out to lunch entirely.
Quote from: tooh;97612the itens stack?
Yes.
I would say it's fine as it is, and it is a problem that is easily managed. There are LOTS of restoration and antidote items in the module, along with a lot of items with saves vs poison.
Even my poor characters seem to be able to get their hands on at least lesser restoration items, if not neutralize poison and remove disease (all of them being capable of removing the ability score damage from poison.) Potions of ironguts are a +4 v. poison for 20 minutes; items with +1/+2 v. poison end up in the trash heaps; it's not hard to build a character with 12-14 con (4 - 6 out of your 30 points? Unless your concept is one of a sickly fellow, in which case I say that getting poisoned is a fine place to express that!) And the resist poison feat has no prerequisites and that fort saves are high for plenty of classes (barbarian, cleric, druid, fighter, monk, paladin, ranger).
I dunno - it seems like DC 18 is pretty easy to beat. Few of my characters have good fort saves (I tend to play rogues, bards, sorcerers, wizards) and when they get to stomping through spider-infested woods, their saves v. poison tend to be in the +10-+14 range. I'd say that's part of the challenge of D&D: learning how to respond to various threats, being perpetually ready for the common ones, specially prepared for the ones you approach, and able to handle the ones you get waylaid by (cursed DMs and their adding of fun to the grind! *shakes a fist*)
I've seen a 10 charge cure poison shield and rod as moderate loot on quests, ironguts drops on tons of quests and people don't realize it's usefulness.