Author Topic: Poisons in RPGs  (Read 724 times)

Loswaith

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Poisons in RPGs
« on: 30 April, 2011, 14:22:44 »
Poisons

Poisons are one of those things that aren't dealt with in great deal in many RPGs.  Fantasy games are especially noted for having poison skills on occasion and don't typically deal with giving any items for it.

Thus it lead me to thinking up something like this when it comes to poisons.

The best way to start is to break down the poisons into their base concepts, effect and strength.

In most cases the main effects I would use are:
Delipatative: Poisons that reduce the effectiveness of a target, things like penalties, stat reductions and the like. This is typically the most common group of poisons and often the easiest to come across.

Paralytic: These cease movement or actions in some manner, typically causing a target to become unable to do even minor things, be it due to cramps, violent illness, unconsciousness or paralysation.

Damage: These aren't all that fancy they simply do damage, typically over time, though more lethal ones can do it all at once. They don't generally kill in of themselves unless the damage is sufficient enough to kill.

Death: The rarest (and most expensive) of the groups, these will kill someone afflicted by the poison, be it 'instantly' for some of the most sever ones, or more commonly over a certain amount of time.

Poison Strength
  The strength of poisons typically determines how long it takes for the effect to run its course, how difficult it is to resist and/or how sever the effect is.


  Rarely would I create a set list or poisons, as the multitude of poison types in a setting can be quite huge, making it easier to simply work with effects.
  Many creatures that are able to poison will often have glands a skilled individual can harvest, or milk in some cases and prepare for the effect the creature itself would inflict on a victim.  In addition to creature poisons many plants and minerals can also be refined for their toxins.

Note on Applications
Just about all poisons are disposable items, like any potion, salve, drink or the like.

As for application for weapons unless it is specifically prepared to be used on a sword or the like it wont be that effective (as swinging the weapon about is likely to shake off a lot of the poison) and even if it is prepared for such an item then I would reduce the strength of the poison as combat progresses due to the 'thinning' of the dose applied.
- Loswaith
Henceforth Mortal, Remember...

Chimera

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Re: Poisons in RPGs
« Reply #1 on: 05 January, 2012, 09:58:36 »
Overall a good summary.

Poisons are tricky in RPGs - specifically combat.

I mean most poison won't instantly effect you. As a sword does.

Also most poisons are really deadly - look at that recent deathcap mushroom incident. Extremely unfortunate. And surprising that something so deadly just grows in the ground.

I can't recall any medieval army that used poison in combat (melee or range).

It was/is used as a strategic weapon. Poison wells, food, assassination. All out of combat activities. Also as a GM Poison is a tricky thing that can insta kill pc's.

Paralytic poisons are the most common in nature for animals - and I think plants get the killer stuff. In RPGs the use of poisons should reflect some of the realities. First to come to mind is handling and care - it's dangerous stuff and requires special care and training not to kill yourself. Also what about developing resistance - is this true or a myth? Never looked into it (Iocane powder, I would bet my life on it).

D&D does the biggest butchering of poisons in my mind. Turning them into minor damage enhancers.

Loswaith

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Re: Poisons in RPGs
« Reply #2 on: 07 January, 2012, 11:53:05 »
Well the human body has great potential to build up immunities if its forced to handle a regular occurrence of toxins or diseases.  However some poisons are also pose no real threat until they get to saturation levels and then they are nasty (allot of heavy metals are toxic for this reason).

  Defiantly a grey area when it comes to gaming, but can add allot of richness and alternatives to a game too.

  Keep in mind too though that allot of whats considered a 'poison' in some RPGs are closer to acids, and thusly hence the direct damage of them.
- Loswaith
Henceforth Mortal, Remember...