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Poison, and its use.

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  • #16
    Do bear in mind that 3d8 con loss will kill most commoners and level 1 or 2 characters. And making a 20 DC save is almost impossible for them to make.

    Considering 99% of the world population is composed of commoners and level 1-2 people, cyanide would kill them

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    • #17
      0 COn doesn't kill people outright in NWN2 like it did in NWN1. It needs to remove enough HP to kill you.

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      • #18
        True enough, but he said that 'poisons in D&D are a joke', or something to that extent. I was just pointing out that to normal people, that cyanide is still very deadly in D&D.

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        • #19
          I'm coming also from a biochemistry background where, because of what cyanide does, I can't rap my head around the idea that someone possess a fortitude to resist it once a lethal amount for their size has been ingested.

          Poisons in dnd rarely have the feel of "OMG HOLY SHEETZ WE NEED TO FIND AN ANTIDOTE OR HE GONNA DIE!" and are more just 'Well, that sucks, guess I'll need restoration once we got out of here." They're more a matter of inconvenience than life threatening.

          This mostly comes from the fact that its a variable component, even if it was 4 initial and 9 secondary (average human having 10-11 con). At least that way it'd always kill commoners and still has a good chance to kill most PC's who aren't a little invested in con.

          Though, add a little more cyanide than the above listed amount and that 18 con guy should be keeling over as well.

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          • #20
            Terminal velocity fall damage is 20d6.

            On average, a level 10 character with decent HD shrugs it off and gets back up with no penalty to speed, dexterity or anything.

            To a level 20 character, it's negligible.

            Poisons being resisted on a fort save is the least on a long, long list of ways that d20 is inherently high-magic. ^_^
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            • #21
              Originally posted by Raksha View Post
              Terminal velocity fall damage is 20d6.

              On average, a level 10 character with decent HD shrugs it off and gets back up with no penalty to speed, dexterity or anything.

              To a level 20 character, it's negligible.

              Poisons being resisted on a fort save is the least on a long, long list of ways that d20 is inherently high-magic. ^_^
              True, but 20d6 = 70 damage average which means a fort save vs massive damage is required or death. (most people don't know this rule, neglect it, or use a variant based on lvl or HP total; some of those variants being harsher than others).

              Also, dm's right to say "you jumped off an air ship flying at two miles above ground.... you die moron."

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