Hello William

>From The Desk of Wolfy at Money Talks Enterprises,

On 03-Oct-01, you wrote:

> Well, if you wanted to expand poison and the way it acts, I would change
> the poison table like this:
> 
> Poison    Type        Incubation        Effect    Second Incubation
> Effect2    Price
> 
> Poison = Name of the Poison
> Type = Injury, Contact, Injected,or Inhaled and the Save (Fort DC 20, Will
> DC 15, etc)
> Incubation = Typically Immediate
> Effect = 1d4 Int Damage, Paralasis, Polymorph Rabbit
> Second Incubation = Typically 1 minute but maybe 1d6 minutes or something
> else.
> Effect = Typically weaker effect though not always
> Price = 90 GP or some such..
> 
> A system like this could be used to handle things like diseases, drugs,
> strange potions and the like as well. This comes in handy for more sci-fi
> games where poisons and diseases don't just do damage but also warp the
> body or mind and leads to a more variable effect.
> 
> 

Yes, something along these lines might work for poisons, mutagens, and other
effects of chemicals of any sort. Thanks, I will think on this some more. I
can see how the poisons in the SRD are tailored to the system, but I like
the way some games had a variety of poisons- destructive, debilitative,
death, etc..  I think almost all of the poisons in the SRD would be of the
debilitative kind with only a few exceptions.

Mutazoids, The Rebellion is on!
-- 
Wolfy
http://www.mutazoids.com/ 

ICQ- 13469530
AIM- Wolfy2264


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