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 _______________________________________________ Ogf-l mailing list [EMAIL PROTECTED] http://www.opengamingfoundation.org/mailman/listinfo/ogf-l
