Author Topic: Feedback, Complaints, Concerns, Likes, Dislikes for Campaign #1 [Joy the DM]  (Read 2265 times)

Sounds interesting.
Regarding honing, we should do that. Cat hast the whetstone after all.We will probably forget.

>Poisons are available for sale at the Alchemist
Hey, that's me!
But my character sheet explicitly states that I can't make poison even in viscous form. Only acid.
Wew, I forgot even the intermediate chemosynthesis of the viscous form is basically useless.


Bear and I have been utilizing poison but for a green dragon, that is useless.

Grapple and Topple

You may grapple an enemy as discussed, but you may also attempt to just knock down a creature that is not a larger size than you without a grapple, the creature will have the prone condition and will need to stand up again, wasting part if not all of its turn and setting it up for disadvantage against attack.  If you have a heavy or two-handed blunt weapon, topple may be done as a bonus action after a successful hit.

Hmm, Isn't this usually a weapon mastery or special monk trait? So how does it work?
Usually Cat would only gain that at LV.10 with Battering Roots and Alice only if she had chosen the Path of Open Hand. What's the difference to Alice's Shove bonus action?

Considering I feel you can Trip an opponent, and could possibly knock them down with weapons that have the heavy property, I figure blunt attacks also apply as long as you're putting both hands into it.

Monks could grapple and topple without these requirements, path of open hand has other benefits.

With Battering Roots, your reach increases to 10 and you also can topple with heavy or versitile (2 handed) weapons which do not need to be blunt.

In our other run, we utilize honing and also poison.

5e does list poisons that do certain things, but the cost is prohibitively high. For example:

Drow Poison (Injury):
A poison typically made by drow, requiring a DC 13 Constitution saving throw or the target is poisoned for 1 hour, and possibly unconscious if the save fails by 5 or more.

Purple Worm Poison (Injury):
A potent poison requiring a DC 19 Constitution saving throw, dealing 42 (12d6) poison damage on a failed save, or half as much on a success.

Serpent Venom (Injury):
A common poison, requiring a DC 13 Constitution saving throw or the target is poisoned for 1 hour.

Poisoned condition: A poisoned creature has disadvantage on attack rolls and ability checks.

So they're great and their cost is hundreds of gold in some cases.

I am offering to share the three poison system based on cooking, tinkering, or alchemy skill.

The process is as follows: you forage while looking for specific plant species, I have 6 so far such as datura, oleander and hemlock. You will find some amount of it each time you forage successfully. A single forage is a variable amount of time but almost always guarantees you find something. When you find at least three components, you can make some number of doses of weapon grade poison that can be applied to slashing or piercing weapons. The poison is only expended if the weapon hits.

You can also make bait: 1 raton and three doses of poison that can be used on a creature if they eat it.

In any case they have various effects that are unknown to you and based on rolls:

1 roll based on your crafting/cooking/alchemy skill will determine the quality of the poison
6 separate rolls will determine the effects such as DC and including stun, unconsious, nausia, straight damage, poison, or other conditions. There is the potential for 3 stacking effects per batch of poison. 1 batch is say 10 uses and uses up 1 pound or 10 portions of each of 3 poisons.

This is still WIP, but if you're interested in foraging extra damage to enemies on first hit and not just from honing, then I can add it to your game. In this case, honing will be a necessary step for poisoning a weapon and this includes arrows, so they don't stack.

Otherwise you can continue to hone weapons and in addition arrows, in our run, a blade takes 30 minutes and an arrow takes 15 minutes. They both get +1 for hit and damage.

So basically Cat is the only one with knowledge of the local flora and she will jhave to do the foraging or instruct the others.

Good thing host isn't playing or he'll have a heart attack if you find one of those plants in the wrong ecosystem.
I have to hold back as I hnow nothong about this planet. He could make you a list about which plants you could expect to find where in what season and how to procuce poison from them.

Then I would process them with my alchemy skill and Cat would finish the product by cooking it into the desired form.

I generally like the idea but it still should be hard. Mass-produced poison takes the fun out of the game. That's the reason I nerfed my form to be unable to produce poison even though there is no logic behind that. Except if poisons are magic.


I follow this logic, if it's easy in real life, and even easy enough that goblins do it, then it should be easy in game. A sharpened stick of fresh oleander would definately cause poisoning if stabbed into someone. if concentrated and isolated, it should work well spread onto a sharp blade.
« Last Edit: March 26, 2025, 04:57:04 PM by Wofl »

then why doesnt everyone do it?and who would pay premium for poison if you can just forage them with little effort?

>Why doesn't everyone do it?

For balance


Haha, I don't think you can make Alice not question everything.

I am working on a list of suitable poisonous plants, in which habitat they are found and in what season they can be harvested. Also how they need to be processed and what to expect from the poison. This might get waffles a visit from an anti-terror unit but frankly that's not my problem. We already had Kashtan teach us how to make incendiary devices from simple household items.

Most important this will keep me from rage-quitting D&D because a plant species is found in an unrealistic setting. Even Alice won't be able to stop me then. There are limits to what is acceptable.

Please do. Neverwinter is technically a coastal rainforest at approximately 35deg North, no frost owed to relatively warm ocean current. There are also grasslands, coastal mountains, and swamps. North of Lusken, Taiga and tundra. We can add more biomes later.

Consider that I want 3-ingredient combinations.

In vanilla 5e, arrows have a 50% recovery rate, meaning every other one breaks. I didn't like this metric and have tried to test a quality system to keep track of arrows. Instead the arrows keep growing in number as adventuring continues. So I want to implement that arrows have a 1 in 4 chance of breaking, which is closest to the quality system without having to change the arrow. They will no longer break on critical miss. For the purpose of buying or selling, they are always new condition. Honed or poisoned arrows may be worth an additional amount.
-Honed arrows have a +1 non-magical attack roll and damage, they lose this condition on use. It takes an hour to hone 4 arrows, the sharpening stone has unlimited uses.
-Magic arrows do not break.
-Poisoned arrows must be honed before adding poison, have an additional 1d4 poison damage, and lose this condition on use.

In Vanilla 5e, healing kits have 10 uses but is made somewhat obsolete by stabilizing magic. Previously I've made it mandatory to have to guarantee scars don't form after critical hit. I am making the following further changes: Healer's kits have 10 uses and are required to prevent scars from forming after critical hit but also heal 1d4 on use, and can only be used once per wound (critical hit).

Also, being taken below 0 no longer causes the effects of critical hit and a healer's kit will not lose a charge to perform the stabilize action. Stabilize automatically succeeds by spell or action at range touch if a healer's kit is carried by the one using it else a Medicine check will be used. A healer's kit must be used prior to fully healing to avoid scars. Scars are similar to missing limbs and can only be restored with Regenerate or with a replacement made by a flesh crafter, artificer, tinkerer or smith.

Unless otherwise specified all non-magical items found have good condition and can be restored to new by various means depending on the item. Paying for an item to be restored costs the difference in selling price, so there's no incentive to restore an item to sell it. If you can restore your own, then it is done on rest if otherwise downtime is available and you specify this is what you want to do.