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Heros Poisons

PostPosted: June 28th, 2025, 6:27 pm
by burglekutt
Trying to design Poisons that heros can use against Monsters for the Thief since he can't use magic.

Poisons last only TWO of the monsters turns. ( two rounds).
Poisons are delivered by Daggers only.
Daggers have a 2 Attack in the Thieves hands.
As long as one :skull: hits the monster, he is poisoned.
Poisons are not cumulative. Only one Poison at a time per monster till effects wear off.
Poisons don't effect undead.

The Thief decides which of these three effects take place:
1# - 1 Att (monster loses an Attack Die for two rounds.)
2# - 1 Def
3# - All Movement (monster can't move but may Att & Def).
4# -1 MindPoint
Short list I know but wish our Wizard had a "Command" Spell so that monsters MPoints would have more value in the game besides just Sleep.

The cost of the Dagger of $25 and its chance of missing or being defended against is the reason I'm not charging for Poisons.

You see now that the Thief will have more use for Daggers (money sink) too.

Re: Heros Poisons

PostPosted: June 29th, 2025, 5:07 am
by lestodante
burglekutt wrote:wish our Wizard had a "Command" Spell so that monsters MPoints would have more value in the game besides just Sleep.

If you are designing custom potion rules, you surely can design a custom Command spell for the wizard.
Anyway, I am not a fan of rules when you have to consider so many factors during the game brcause they turn the game into a DND where you have to consult a lot of tables during the game.

Re: Heros Poisons

PostPosted: June 29th, 2025, 5:27 am
by burglekutt
lestodante wrote:Anyway, I am not a fan of rules when you have to consider so many factors during the game brcause they turn the game into a DND where you have to consult a lot of tables during the game.

I did expand a bit too much on unrelated things & am re editing the OP.
lestodante wrote:If you are designing custom potion rules, you surely can design a custom Command spell for the wizard.
My Wizard does have a Command Spell, just taking my usual shots at the games weak use of Mind Points:)

There are not many ways to "poison a monster" so I threw in a MindPoint poison for my Wizard to use in conjunction with Sleep or Command, not much use to the other heros though if a Goblin or the Wizard is not around.

Re: Heros Poisons

PostPosted: July 15th, 2025, 12:20 pm
by burglekutt
Since the Thief doesn't wear armor past 4 Defence, I'm making his $25 Daggers simulate a magical effect by using poisons. He can conceivably Cary as many Daggers as he can afford, or has a limit like 30?
Minus -1Attack
Minus -1Defense
Minus - movement

Would love some feedback, I know I'm on to something here.

Re: Heros Poisons

PostPosted: August 9th, 2025, 5:35 am
by Gold Bearer
I thought about adding poison for heroes. I think I'll only do it for my assassin and rogue.

Why only daggers? If they've got poison... well I suppose you can fully coat a dagger because it's small. Fair enough I suppose.

Why does being wounded with a poisoned dagger do no damage, if it changes damage it should do more! There's another poison option.

Your poisons cost $? :) USians. |_P

Re: Heros Poisons

PostPosted: August 9th, 2025, 7:47 pm
by burglekutt
Gold Bearer wrote:Why only daggers?

Gold Bearer wrote:Why does being wounded with a poisoned dagger do no damage,


I see only two other ways to deliver Poison: Smeared on sword or a Blow gun.
I have a problem with both of these.

SMEARED ON SWORD =
A) The Poison stays on your sword throughout the fight till you do a BP of damage.
B) The poison stays on your sword for your first attack only.

Problems:
A) This is a waste of Poison since most monsters have only 1BP or 2BPs & will likely be killed soon.
B) Waste of poison if the monster defends.
A) & B) Possible waste of poison if the only creature you are able to attack is a Goblin who you kill in one swing along with your Poison.
A) & B) Your sword needs to be smeared on your turn before entering a room, otherwise in combat you'd need to spend a turn re-smearing. I can't imagine a hero with 4 attack & 5 defend bothering with this.


BLOW GUN =
A) You have unlimited Darts at 1CD per shot.
B) Each Dart cost X amount of $ at 1CD per shot.

Problems:
A) Unlimited Darts would be absurd unless the Poison for them cost a huge amount of $ per quest for it to do BP damage.
B) Buying individual Darts seems thematically funny to me.
A) & B) A Dart does no BodyPoint damage (popularly) & can still be defended against?!
A) & B) Both require two free hands. I just don't see anyone but the Wizard wanting this weapon.


Conclusion:
Most heros have either a Crossbow or Bow and aren't interested in a 1CD missile weapon that can be defended against, especially if they spent $ on Poison for it whether its a Dagger or any other 1CD weapon.

Also unlike other poison delivery systems, its one handed and you don't have to "smear" before use since its own sheath can be filled with the poison at the beginning of the quest. It also simply makes Daggers more useful in the game.

Anyway, I can't find a better delivery system for poison on the site & will have to keep digging.
Would love to hear yours or others though.

Re: Heros Poisons

PostPosted: August 10th, 2025, 8:39 am
by Gold Bearer
Well my assassin is based on Assassin's Creed so the poison will make an enemy attack other enemies, probably before rolling a combat dice losing 1BP on a skull and not being poisoned any more, still being poisoned on a white shield or shaking off the poison on a black shield. Use it if you want.

Re: Heros Poisons

PostPosted: August 15th, 2025, 10:55 am
by burglekutt
Gold Bearer wrote:probably before rolling a combat dice losing 1BP on a skull and not being poisoned any more, still being poisoned on a white shield or shaking off the poison on a black shield.

:skull: Does 1BP of damage only on a :skull: (monster can defend).
:whiteshield: Is only Poisoned & remains under effects of Poison.
:blackshield: Shakes off effects of Poison immediately.
The monster does this every round till resolved.

If this is correct, what is the delivery system? The assassins 1Att hidden blade? Does the monster roll Defense against this?

Re: Heros Poisons

PostPosted: August 16th, 2025, 6:53 am
by Gold Bearer
The delivery system is if you roll at least one skull on an attack and the target doesn't get more shields than they need to defend it.

I haven't redone the assassin yet, I'm doing the magic users first. Thinking about it poison needs two combat dice at the start of their turns: Two Skulls (1 in 4) = Lose 1BP, Two White Shields (1 in 9) = Cured, Two black Shields (1 in 36) = Lose 1BP and then cured. Anything else (11 in 18) they're still poisoned.

Edit:
And for the more expensive poison also 50/50 chance of doing the thing:
Skull + White Shield (1 in 3): Make a melee attack against the closest target in reach, choose for the same distance.
Skull + Black Shield (1 in 6): Lose 1MP and make a melee attack against the closest target in reach, choose for the same distance.
White Shield + Black Shield (1 in 9): Just still poisoned.

Re: Heros Poisons

PostPosted: December 29th, 2025, 9:41 pm
by burglekutt
Gold Bearer wrote:if you roll at least one skull on an attack

Are you saying your assassins creed blade does more than 1 Attack?