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Join Date: Oct 2012
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I'm reading the rules for poisons from High Tech, and I'm not really clear on how a few of them work.
Ricin - "failure means he also experiences coughing" "failure on both the initial roll and any future roll results in choking," - seems like that's almost an errata situation. So, on a failure, do you suffer coughing, choking (can't be both, they're incompatible), or should the choking only be on a critical failure? Second question - how long does the nausea and vomiting last, assuming you pass the initial roll (which I assume means there are no father rolls required)? Strychnine - So if you pass the HT roll to avoid choking, are you out of the woods? Or do you keep rolling for dozens to hundreds of times? And if pass, how long do the seizures last? Botulin Toxins - So is one successful roll enough to shake it off, or do you keep rolling until you get the antitoxin? And the "how long does it last" (nausea and retching) question again. Also, if the victim must be on ventilation, doesn't that mean choking, not paralysis? Curare - It's only a 10% chance for Joe Average to actually die from choking (i.e. respiratory paralysis) each cycle or 41% total (assuming 5 rolls). Is that right? And of course, how long does paralysis last, if you fail the last roll, or pass a roll after having failed one? |
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#2 | |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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#3 |
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Join Date: Mar 2005
Location: Maitland, NSW, Australia
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The way I read it: the first time you make a HT roll, you immediately recover and make no further rolls. Any damage suffered up until that point remains.
E.g. with Curare you automatically suffer 2d toxic damage after one minute and have to roll HT-6 to avoid paralysis. If you succeed then you shake off the paralysis and make no further rolls. If you fail then you are paralysed. If you crit fail then you are paralysed and choking. You roll again in half an hour. If you fail then you remain paralysed and roll again in another half hour. If you succeed in any of the HT rolls then you immediately recover and make no further rolls. If you fail every HT roll then you remain paralysed (and possibly choking) for four cycles upon which time you recover. Each cycle is half an hour so I have two questions: Does "four cycles" mean that the victim makes a total of four HT rolls or five? Does the victim remain paralysed for half an hour after the last failed HT roll?
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Compact Castles gives the gamer an instant portfolio of genuine, real-world castle floorplans to use in any historical, low-tech, or fantasy game setting. Last edited by DanHoward; 03-03-2014 at 03:11 AM. |
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#5 |
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Join Date: Feb 2005
Location: Berkeley, CA
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Given that most poisons are (a) not binary in effectiveness, and (b) cumulative, I suspect an awful lot of poisons would be best represented as toxic damage where the listed symptoms are just alternate damage effects. Suggested modifiers:
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#6 | |
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Join Date: Aug 2008
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That said, I LOVE this concept in general. If I get time, I'm going to play around with these modifiers and see what I can make them do :)
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Buy My Stuff! Free Stuff: Dungeon Action! Totem Spirits My Blog: Above the Flatline. |
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#7 |
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Join Date: Oct 2012
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Ok, reading that other thread, it seems that with Botulin Toxins, you keep rolling until you get the antitoxin, and if you fail a roll, you're not only paralyzed, but need to be on ventilation, or you die. Nasty, but the book should have actually said that. Really, that whole section could benefit from being rewritten with a bit more rules lawyering in mind, since you can't really tell what the rules actually are from reading it.
With Strychnine, it's still not clear. Do you have to make dozens of rolls to avoid choking, or do you only have to pass one? If dozens or more, it's really deadly - effectively a 100% fatality rate. If it's one, then the fatality rate is about 50%. And I'm still wondering how long seizures last if you pass the first roll, or after passing any roll for that matter? Ricin - I get it now. If you pass a roll, do you still have to make future rolls? And how long do the effects last once you pass a roll? Curare - average 41% fatality rate is correct, i think? Almost seems like this needs official clarification. |
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#8 | |
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Join Date: Nov 2004
Location: The plutonium rich regions of Washington State
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http://panoptesv.com/RPGs/animalia/r...s/Elapids.html http://panoptesv.com/RPGs/animalia/r...ae/Vipers.html except that I used a lot of No Wounding damage and Symptoms. Luke |
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#9 | |||
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Join Date: Feb 2005
Location: Berkeley, CA
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Huh. I was under the impression that No Wounding and Symptoms were incompatible, but RAW is inconsistent. On the one hand we have:
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In any case, symptoms do work, but most poisons are going to be detrimental to your ability to survive injuries (and vice versa), and will kill directly in high enough doses, so it's not like No Wounding is required. Perhaps a Quick Healing limitation of sorts for some poisons, as many will be flushed out of the body and cease to be a problem on a much shorter timescale than injuries, but we're still usually talking multiple hours to a few days. |
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#10 | |
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Join Date: Nov 2006
Location: Fayetteville, Arkansas
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Er... well, I suppose technically I was alternating between coughing, choking, retching, and vomiting.
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Last edited by Dwarf99; 03-07-2014 at 09:38 PM. |
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| Tags |
| high tech, ht rolls, poisons, rules question |
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