Author Topic: Poisons: What is your choice?  (Read 358 times)

Legacy_Kato -

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Poisons: What is your choice?
« on: December 14, 2011, 09:02:09 pm »


               Hi all,

Well, after having downloaded and studied all the poison systems available on the vault, I'm still unsure about wich approach I'm about to use(ShadowM's system seems very nice), so I'd like to conduct a quick survey, with this simple theme: How do you pros handle poisons(on weapons) in your PW(scaling DC, dmg etc...)?

Many thanks for any input.


Kato
 
               
               

               


                     Modifié par Kato_Yang, 14 décembre 2011 - 09:04 .
                     
                  


            

Legacy_Xardex

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Poisons: What is your choice?
« Reply #1 on: December 15, 2011, 12:25:05 pm »


               I don't know about SM's system, or systems on the vault, but I changed poison completely.

I prefer the 'acid in your veins' approach, basically there are levels for poisons like there are for traps. (minor, average, strong, deadly) Deadly actually means deadly, unless you do something about it. One of my friends compared that strong poison is like getting knocked down to the ground for three rounds while being attacked by an armada of goblins on level 1.

The poisons have a more active effect, draining health, abilities or whatever by the round instead of the default two stage approach. As an example: Strong Face Melter is a funny poison that makes you blind and silenced while draining health at a pace of "Intelligence score" /round, lasts for int modifier rounds. (Well, there is more to it then that, but I don't remember and don't really want to open that script ever again, and its not directly from intelligence since I have a custom skill called alchemy, but roughly put and rounded~~~)

Might sound overpowered, but there are tonics you can take before combat that greatly nullify poison effects, but might also increase the effects of a different type of poison. (Well, NPCs have their categorized pseudo random poison immunities without tonics, but randomly applied)

Poison effect itself is just there to give your blood bar the colour. '<img'>

edit

Oh, and as for balancing it, well... It's based on the scripted skill alchemy that's based on intelligence, wisdom and skill experience. It's hard to really compare since it's much different from the default poison format. Especially considering how all poisons stack, most even with themselves, which creates a whole new dimension for balancing... <>

Most dominant part of the balancing is the increasing rarity of ingredients required for the best poisons. It doesn't make much of a difference if you have a Deadly Death if you need to go all over the map to get the ingredients for just one flask. (Name from the top of my head, im not that bad at naming things!)
               
               

               


                     Modifié par Xardex, 15 décembre 2011 - 12:44 .
                     
                  


            

Legacy_Kato -

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Poisons: What is your choice?
« Reply #2 on: December 15, 2011, 06:54:18 pm »


               Hey Xardex, very interesting. The draining effect per round is an element I'll integrate for sure, thank you for the insight.

Kato
               
               

               
            

Legacy_Terrorble

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Poisons: What is your choice?
« Reply #3 on: December 16, 2011, 12:30:02 am »


               I made a system for our world that applies OnHit acid splash to the weapon, then edits that spell script and uses pseudo-HBs to carry out the effects. The duration of effects, and severity are based on assassin levels, INT modifier, and poison type.  There is no crafting component to it.
Using OnHit acid splash and pseudo-HBs has allowed me to do just about anything I could come up with:  strength draining poison that can cause targets to collapse if their strength gets too low; poison that causes WIS, AB/AC, attack per round penalties on failed saves to mimick someone who is staggering about, or poor judgement while under the influence; magical poison that nulifies magical effects on a target (i.e. buffs) or causes spell failure; or the good ol' burning from the inside out, which does increasing acid damage on successive rounds.
I posted it to the vault once a while back so someone could view the files: http://nwvault.ign.c....Detail&id=3778
               
               

               
            

Legacy_Kato -

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Poisons: What is your choice?
« Reply #4 on: December 16, 2011, 12:48:06 am »


               Nice, Terrorble, thank you. Does the acid splash spell still function normally for casters?


Kato
               
               

               
            

Legacy_Shadooow

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Poisons: What is your choice?
« Reply #5 on: December 16, 2011, 01:23:03 am »


               

How do you pros handle poisons(on weapons) in your PW(scaling DC, dmg etc...)?

So far I use default bioware poisoning except the poison can be crafted via custom craft skill. However as I read this thread I will probably change it somehow. Default poisons seems useless to me, at least if used on weapon. Whats the point in minor chance that monster gets poisoned when I can kill him with three hits?

So I guess I will replace it for acid damage on weapon. For poisons used against PC I will check out ShadowM's system looks very promising.
               
               

               
            

Legacy_Terrorble

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Poisons: What is your choice?
« Reply #6 on: December 16, 2011, 04:42:22 am »


               

Kato_Yang wrote...

Nice, Terrorble, thank you. Does the acid splash spell still function normally for casters?


Kato


Yes. (pretty sure lol.  In the mod, it's highly unlikely that any items or scrolls will be used to cast acid splash, so I've never bothered to test it fully)  I check to see if there is a spell cast item, and if that spell cast item is not a scroll or a wand.  Then, for our purposes, it must be a poison-coated weapon.  Otherwise, the spell is cast normally.

The stock poisons are so unfortunately weak in the presence of antidotes, lesser restore pots, healing kits, and anything but a low magic setting.