d20 games are designed to use hit points and attack bonuses and saving throws to determine outcomes in battle. The general idea is that a higher level character or creature is stronger than lower level ones.
However, when it comes to Death Effects, Ability Drain, Level Drain, Ability Damage, this goes right out the window.
One unlucky natural 1 can allow a level 8 to slay a level 16 in one shot.
A few summoned monsters can allow a level 12 to drain a level 20 of all their levels.
And all of this because they didn't have the "right" gear or "right" class in their party.
Some people are okay with that, this discussion is NOT for those people.
This discussion is for those who prefer to balance these things AND reduce all the needless tracking.
Edit: The goal here is to (preferably) go back to making all these things simply "hit points and conditions".
Death Effects:
Don't automatically kill but deal 2d6 damage per caster level. If its a racial ability, their caster level is their racial HD + half all other HD (if any). A successful save doesn't half the damage but cuts it to 1/10, round down, minimum 0. A save is added if not there already, usually Fortitude unless its a mind-affecting effect in which case it's Will. Damage is negative energy unless noted otherwise (it can be any type that makes sense). Wail of the Banshee could easily become sonic damage (2d6 per caster level would be 40d6 at CL 20 or 4d6 on a successful saving throw).
Level Drain:
For every "level" a level drain effect would deal, it instead deals 4d6 negative energy to the target's hit points (save for half). In addition, the effect afflicts them with either the
shaken or
sickened condition until they rest or have it magically healed (passed save negates). If the target is already
shaken or
sickened, their conditions worsen to
frightened or
staggered (respectively). If the target is already
frightened or
staggered, their conditions worsen to
panicked or
nauseated (respectively). Resisting fear is a Will save and resisting sickness is a Fortitude save.
Ability Damage/Drain:
Take average for all ability damage effects. For every point of damage the effect would deal, it instead deals 1d6 nonlethal damage to the target's hit points (save for half). Drain deals lethal damage. This damage can be negative energy or poison. It can even be psychic damage but only for mind-affecting effects that target Int, Wis, or Cha.
In addition, the effect afflicts them with a condition based on the ability's targeted:
Str, Con or Dex:
1 failed save = sickened.
2 failed saves = staggered.
3 failed saves = nauseated.
Int, Wis, or Cha:
1 failed save = Distracted
2 failed saves = Nonreactive
3 failed saves = Confused
New Damage Type: Poison
"Poison" damage accumulates just like nonlethal does. Effects that restore hit points don't remove poison damage. When poison damage + nonlethal = current HP, you fall unconscious. When poison damage > current HP, you start dying, rolling stabilization normally as if you had 0 hit points. Any effect that removes ability damage removes 1d8 points of poison damage for every point of ability damage normally cured (lesser restoration for example normally removes 1d4 ability damage ~ 2 which would remove 2d8 poison and 2d8 nonlethal damage from a victim).
Poison damage is healed at the same rate regular hit points are but separately.
So a level 2 character with 18 max HP currently at 10 HP, 5 poison, and 5 nonlethal would heal 2 hp damage, 2 poison damage, and fully recover from nonlethal with a single night's rest putting them at 12 HP, 3 poison, 0 nonlethal the following day.
Nonliving creatures are immune to poison damage and effects.
New Spells:
Cure Light Ailments: As cure light wounds but instead of healing hp and nonlethal it removes poison and nonlethal.
New Conditions
Distracted:
-2 penalty to Concentration and Perception checks.
Treated as flanked by all melee attacks (giving foes +2 to attack you)
This negates Uncanny Dodge and Improved Uncanny Dodge.
Nonreactive: (worse version of distracted, doesn't stack but supersedes)
-6 penalty to Concentration and Perception checks.
Treated as flat-footed against all attacks.
This negates Uncanny Dodge and Improved Uncanny Dodge.
EXAMPLE POISON CHANGES
Note: DCs and frequencies changed. The DC of a poison is always based on the statistical probability someone with +0 Fort would roll to match the original frequency duration. For example, normally Arsenic lasted for 4 intervals. To recreate this through the DC, we figure out what DC makes a 1/4 chance of passing the save for a +0? On a d20, that's DC16. So rather than say it lasts for 4 minutes OR cure 1 save, it simply increases the DC to 16 and 1 save passes. This is also why Black Lotus Extract DC is lower but damage is very high (since a passed save only halves the damage and you need TWO saves to end Black Lotus).
All poisons have 3 saves end now.
If a creature survives long enough to get 3 successful saves, they reduce the condition severity by 1 after an hour of rest, but thereafter only removing the poison damage can cure the remaining conditions either by natural rest or magical healing.
A creature that receives magical healing to remove poison gains a bonus to their next saving throw against poison equal to 2 + double the spell level of the healing effect they received.
Poison Name | Poison Type | Fort | Onset Time | Frequency | Effect | Price |
---|
Arsenic | Ingested | DC11 | 10 min | 1 min | 2d6 poison + sickened->staggered->nauseated | 300 gp |
Belladonna | Ingested | DC13 | 10 min | 1 min | 2d6 poison + fatigued->exhausted->staggered | 500 gp |
Bloodpyre | Contact | DC13 | 1 min | 1 rd | 1d6 poison + 1d6 fire + distracted->nonreactive->confused | 1,000 gp |
Deadly bile I | Contact | DC10 | — | 1 rd | 1d6 poison + sickened->staggered->nauseated | 200 gp |
Deadly bile II | Contact | DC15 | — | 1 rd | 2d6 poison + sickened->staggered->nauseated | 2,100 gp |
Deadly bile III | Contact | DC20 | — | 1 rd | 3d6 poison + sickened->staggered->nauseated | 3,900 gp |
Deadly drink I | Ingested | DC10 | 10 min | 1 rd | 1d6 poison + sickened->staggered->nauseated | 200 gp |
Deadly drink II | Ingested | DC15 | 10 min | 1 rd | 2d6 poison + sickened->staggered->nauseated | 2,100 gp |
Deadly drink III | Ingested | DC20 | 10 min | 1 rd | 3d6 poison + sickened->staggered->nauseated | 3,900 gp |
Deadly fumes I | Inhaled | DC10 | — | 1 rd | 1d6 poison + sickened->staggered->nauseated | 150 gp |
Deadly fumes II | Inhaled | DC15 | — | 1 rd | 2d6 poison + sickened->staggered->nauseated | 1,050 gp |
Deadly fumes III | Inhaled | DC20 | — | 1 rd | 3d6 poison + sickened->staggered->nauseated | 1,950 gp |
Deadly venom I | Injury | DC10 | — | 1 rd | 1d6 poison + sickened->staggered->nauseated | 100 gp |
Deadly venom II | Injury | DC15 | — | 1 rd | 2d6 poison + sickened->staggered->nauseated | 700 gp |
Deadly venom III | Injury | DC20 | — | 1 rd | 3d6 poison + sickened->staggered->nauseated | 1,300 gp |
Dragon bile | Contact | DC20 | — | 1 rd | 1d6 poison + 1d6 fire** + sickened->staggered->nauseated | 3,600 gp |
Drow poison | Injury | DC11 | — | 1 min | 1 poison* + sickened->staggered->nauseated->unconscious | 100 gp |
Fatal wound | Injury | Varies | — | 1 rd | 1d6 bleed + sickened->staggered->nauseated | special |
Hemlock | Ingested | DC13 | 10 min | 1 min | 3d6 poison* + sickened->staggered->nauseated | 600 gp |
Painkiller stim*** | Injury | DC13 | 1 rd | 1 rd | 1 poison* + +2 vs. pain effects->+4 vs. pain effects->+6 vs. pain effects | 300 gp |
Painkiller pill*** | Ingested | DC11 | 1 min | 1 min | 1 poison* + +2 vs. pain effects->+4 vs. pain effects->+6 vs. pain effects | 100 gp |
Psychedelics*** | Ingested | DC11 | 1 min | 1 min | 1 poison* + distracted->nonreactive->confused | 100 gp |
Striped toadstool | Ingested | DC16 | 10 min | 1 min | 2d6 poison + distracted->nonreactive->confused | 800 gp |
Wolfsbane | Ingested | DC11 | 10 min | 1 rd | 1d6 poison + sickened->staggered->nauseated | 400 gp |
Wyvern poison | Injury | DC17 | — | 1 rd | 8d6 poison + sickened->staggered->nauseated | 3,000 gp |
*This effect is dealt only once.
**This damage may vary to other types such as Acid, Cold, Electricity, or Sonic, depending on the circumstances.
Deadly Venom and Deathblade can be used for most monster's and NPC's poisons including everything from a viper's bite to a giant wasp's sting.
***Substance is addictive. A creature that willingly takes it must make a Will save against the poison's DC upon their first failed Fortitude save or they become affected as if by the
suggestion spell to attempt to acquire another dose and apply it to themselves. A creature that willingly fails their Fortitude save doesn't necessarily willingly fail their Will save.
Cost:
+1 DC = 100 gp (Base 10 before adding)
+1d6 damage = 100 gp
Frequency 1 round = x2 cost
Frequency 1 minute = normal cost
Frequency 1 hour = 1/2 cost
Injury = normal (or 1/2 if there's a delayed onset)
Ingested = 1/2 cost (or normal if there's a delayed onset)
Inhaled = x1.5 cost (or x0.75 if there's a delayed onset)
Contact = x2 cost (or normal if there's a delayed onset)
Example:
DC15, 2d6 damage costs 500 gp for DC and 200 gp for damage if an injury poison (700 total). If ingested, it's only 350 and if contact it's 1,400.
In addition, a delayed onset doubles the cost (if ingested) or halves it (if injury or contact). Delayed onset can be 1 minute, 10 minutes, or even 1 hour. Doesn't matter.
I've attempted to adjust the poisons to fit these needs.
Conditions track notes
Disorientation:
1) -2 Int/Wis-based rolls/DCs + can't take AoOs, immediate actions, or free actions outside turn, can't charge or run
2) -2 all rolls/dcs + flat-footed
3) -4 Str/Dex rolls/DCs + everything has concealment 20% vs. you
4) -4 all rolls/dcs + blinded
5) -6 str/dex rolls/dcs + blinded + staggered
6) -6 all rolls/dcs + blinded + confused
7) -8 str/dex rolls/dcs + blinded + confused + staggered
8) -8 all rolls/dcs + unconscious
Weakening:
1) -2 Str/Dex-based rolls/DCs + can't take AoOs, immediate actions, or free actions outside turn, can't charge or run
2) -2 all rolls/dcs + lose 1 swift action each round (only get 1 move 1 standard normal free)
3) -4 Str/Dex rolls/DCs + staggered (can only take 1 standard or move action on your turn)
4) -4 all rolls/dcs + nauseated (can only take 1 move or swift on your turn)
5) -6 str/dex rolls/dcs + dazed
6) -6 all rolls/dcs + stunned
7) -8 str/dex rolls/dcs + paralyzed
8) -8 all rolls/dcs + unconscious
This message was last edited by the GM at 06:12, Fri 10 Nov 2017.