/c poison_weapon + EFUSS

Started by TheWastesAreFrozen, October 01, 2009, 08:22:41 AM

Previous topic - Next topic

TheWastesAreFrozen

In a similar suggestion I believe the decision was that the duration on poison weapon is too short for any sort of practical usage. In it's default form I think it lasts 2 rounds from the time of poisoning, it breaks stealth, requires a rare feat and by the time you can actually initiate an attack you get 1 round of usage.

If possible I think it would be cool to add this command. It would not break stealth but paralyze the user for 1 round while they apply it to their weapon or ammunition. A check is then made to be sure of success or failure. At the end of this action the target weapon will be poisoned for duration of rounds (to be determined )

To further round it out, an EFUSS skill could be added that would aid in the duration and success rate of this action. This skill would also give a passive +1 save vs poison for each 5 ranks in it due to the wielding being exposed to minor doses in their studies.

 If adding an EFUSS skill isn't desired then the duration could simply be changed to something a little more usable and the default dexterity check used yet without breaking stealth or requiring a rare feat. Another idea, if possible, would be to limit the duration by number of attacks rather than a time frame.

A few variables of this command would like be needed -
/c poison_weapon (Default, will attempt to poison the primary  weapon)
/c poison_weapon arrow/bolt/bullet (will apply to said ammunition slot)

I'm sure this is low priority but I think it would add a nice extra element to combat that is rarely seen anymore.

9lives

It doesn't require the feat, it just means you have a DEX check.

Cruzel

Poison lasts plenty of time to utterly devastate your opponent, tbh. I don't know why it is so underused, but it is definately amazing as it is now.

Making it easier to use or last longer would probably be pushing it into the OP regions.

Egon the Monkey

Agreed. There's a good amount of Use Poison loot about, I know of 2-3 pieces of quest loot, and one piece of subboss loot. And even without that, it's handy for a finesse or bow build. You can apply it to arrows or bolts BTW, if you use it on your equipped ones. Breaking stealth isn't a problem either if you sneak away and then attack from invis. Drinking buff potions breaks stealth too, and yet people manage to buff up and gank.

I think the chief problem with poison is the rarity. LOADS drop on the snakes quest, but nowhere else has caches of poison. I would suggest adding the venom boxes off that quest to Broodhive, and making poison a common drop off all the archer mobs that use it. I have ran PCs who used poison, but couldn't use it much because they couldn't find any.

Fliggin McButton

Kobolds is another good place to put more Poison drops. Those scaly bastards love their poison.

athousandyearsofpain

Yeah, the feat "Use Posion" isn't there to enable the use of poison weapon, you can do that even without the feat if you make the DC.
With Use Poison you automatically succeed when applying poison, thats the difference. Poision on weapon is rediculously strong and if you would be able to have it more than a few rounds as it is now it would pretty much enable rogues to have a permanent str/con/dex drain on their weapon in pvp. Which would be kinda lame.

TheWastesAreFrozen

It currently has a duration of 2 rounds and was previously said to be too short and that it would be looked that. This system was just an alternative to straight up buffing the duration. One of those rounds aren't usable in combat due to the nwn mechanics, so you get 1 round of attacks with poison, and with the poison mechanics you can only apply a venom to a target once in a round, sometimes less.

So, with all of that said, the current system allows you a single attack with poison that you can't apply while hiding. The suggested system would simply give the attacker 2-3 tries to apply venom, each of which requires hitting the target plus their failure of a saving throw, all fixed by a half-round usage of a potion. This system could also be used to add some other effects to the weapon in the same style if the DMs saw it fitting, things such as Alchemist's fire or other custom items that might add a different effect to the weapon for a short duration.

Quote from: Mort;132092I wouldn't mind a small increase in time.
From the last similar suggestion that wasn't put in.

Cruzel

Poison lasts for three rounds, so you get two rounds of attacks with poison.


Anyone who actually dedicates some time to collecting poison and using it in strategic ways, will be an incredible boost to any party. You'd be surprised the damage you can do in those 2 rounds. That is a potential 2-9 attacks right there, depending on your class. Most poisons have DCs from 14-20, can you imagine making them make 2-9 saves against the higher DC poisons, in just over ten seconds?

Utterly devastating.

TheWastesAreFrozen

Too bad poison doesn't work that way. It only works once / round, as with all poisoned weapons (either manually poisoned or special loot that's always poisoned)