Does anyone have or know of a better system for poisons?
The basics is this: DNDs take on poisons is garbage. Searching around, it seems everyone knows it, and 5.5 didn't take the opportunity to fix it. The price is extravagant for whats basically the impact of a level 1 spell or cantrip, and it takes 2 actions in combat to use a poison, since you have to apply it to a weapon with an action, then use it with an action, and it only lasts 1 minute and for 1 attack. A basic poison doing an extra d6 of damage is less effective than 2 attacks with a dagger and dexterity bonus of 2 in that case. Add to it the DC is always rather low and, well, it makes them garbage.
I wanted to check if anyone has a better total system for making, buying, and using poisons that I could use. I suspect I'll have to create one, but I wanted to see if anyone has managed to make one that actually makes sense and is balanced.
Well the main challenge to to homebrewing poison is that poisons from prior editions include mechanics not found in 5.5e, i.e., ability score damage. That may bother you (and your players) or not. But a good place to start for just a comprehensive list of poisons, their effects, and cost is here:
Here's 3.5 RAW for Poison: all poisons cause ability score damage
Here's FR Wiki for Poison (which incorporates ideas up to 3.5e)
If anything these sources will allow you to start thinking about possible functions of poisons, which can be adopted wholesale, modified in some way, or combined to the existing 5.5e poison mechanics.
Does anyone have or know of a better system for poisons?
The basics is this: DNDs take on poisons is garbage. Searching around, it seems everyone knows it, and 5.5 didn't take the opportunity to fix it. The price is extravagant for whats basically the impact of a level 1 spell or cantrip, and it takes 2 actions in combat to use a poison, since you have to apply it to a weapon with an action, then use it with an action, and it only lasts 1 minute and for 1 attack. A basic poison doing an extra d6 of damage is less effective than 2 attacks with a dagger and dexterity bonus of 2 in that case. Add to it the DC is always rather low and, well, it makes them garbage.
I wanted to check if anyone has a better total system for making, buying, and using poisons that I could use. I suspect I'll have to create one, but I wanted to see if anyone has managed to make one that actually makes sense and is balanced.
Well the main challenge to to homebrewing poison is that poisons from prior editions include mechanics not found in 5.5e, i.e., ability score damage. That may bother you (and your players) or not. But a good place to start for just a comprehensive list of poisons, their effects, and cost is here:
If anything these sources will allow you to start thinking about possible functions of poisons, which can be adopted wholesale, modified in some way, or combined to the existing 5.5e poison mechanics.
Started playing AD&D in the late 70s, took a 40 year hiatus, re-started with 3.5 and 5e in 2023