return to normal poison DC

Started by Nihm, November 17, 2008, 10:34:55 AM

Previous topic - Next topic

Nihm

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.

Egon the Monkey

Dire Spiders in the ruins. DC 26. Even my L8 16 CON Dwarf hated that, it's effectively unsaveable.

Thomas_Not_very_wise

...There are hundreds of Poison save items out there. You can easily achieve +21 poison saves, hell, I've gotten +23!

iBard

Ymph = dangerous.
Spiders = dangerous.

Hm, seems to fit in.

Letsplayforfun

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.

Pup

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.
"So what else is on your mind besides 100 proof women, 90 proof whisky, and 14 karat gold?"
"Amigo, you just wrote my epitaph."

"Maybe there's just one revolution.  The good guys against the bad guys.  The question is, who are the good guys?"

~The Professionals

Oroborous

That is the normal DC for phase spiders.

tooh


Nihm

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.

Pup

Quote from: tooh;97612the itens stack?

Yes.
"So what else is on your mind besides 100 proof women, 90 proof whisky, and 14 karat gold?"
"Amigo, you just wrote my epitaph."

"Maybe there's just one revolution.  The good guys against the bad guys.  The question is, who are the good guys?"

~The Professionals

ZugThaEadBasha

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.

Zelknolf

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*)

Relinquish

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.