Poison – “ain’t nothin’ but a good time.” (ugh)
With poisons, I've done many different things and I got the itch to put them in these here tables for my own use and your consideration and use if you desire. Not startingly original, there’s a ton of poison articles/forum/blog posts out there, the literature is vast; this is just my take.
To generate a random poison: roll on TABLE 1, and then roll on the indicated Poison Type table. Then roll on TABLE 7 for onset time and then 16 2/3% chance of a roll on TABLE 8 for an additional effect.
(On these type of tables, of course, you might make choices, depending on the situation, instead of rolls, or roll 1d4, or 2d6 take the lowest, for lesser poisons, or 2d6 take the highest for real killers, whatever).
TABLE 1: Poison type
1. Type I; minor damage, save for none
2. Type II; severe damage, save for none
3. Type III; failed save is death, successful save for no effect (“save or die” poison)
4. Type IV; minor to severe damage, save for one-half damage
5. Type V; effect spread over time
6. Type VI; Failed save is death, successful save is minor to severe damage taken
TABLE 2: Poison Type I (save for no damage)
1. 1-3 hit points
2. 1-4
3. 1-6
4. 1-8
5. 1-10
6. 1-12
TABLE 3: Poison Type II (save for no damage)
1. 2-16 hit points
2. 3-18
3. 4-24
4. 5-30
5. 6-36
6. 6-48
Poison Type III: Failed save means death, successful save for no effect (“Save or die” poison).
TABLE 4: Poison Type IV (save for one-half damage)
1. 1-6 hit points
2. 1-10
3. 3-18
4. 4-24
5. 5-30
6. 6-36
TABLE 5: Poison Type V (timed effect; save at the beginning of each 10 minute period (for 1-3 on table below), or each minute (4-6 on below table). If the save is made, then no damage is taken for that round, and no further damage (thus if the first save is made, there is no damage).
1. 1-4 hit points per 10 minutes for 10-40 minutes
2. 1-8 per 10 minutes for 10-40 minutes
3. 1-8 per 10 minutes for 10-60 minutes
4. 1-4 per minute for 1-4 minutes
5. 1-6 per minute for 1-4 minutes
6. 1-6 per minute for 1-6 minutes
TABLE 6: Poison Type VI. Failed save means death; successful save means damage shown is taken
1. 1-4 hit points
2. 2-12
3. 3-24
4. 4-40
5. 5-60
6. 6-120
TABLE 7: Poison onset time
1. Instantaneous
2. 1-10 minutes
3. 10-60 minutes
4. 1-6 hours
5. 1 day
6. 1-4 days
TABLE 8: Additional poison effects table (16 2/3% chance any poison has one of these)
1. If caused by a wound, limb is disabled (infection) for 1-6 weeks (if not caused by wound, no additional effect)
2. If ingested or poison gas, no activity for 1-4 weeks (illness) (if not ingested or gas poison, no additional effect)
3. 33 1/3% chance of 1 point reduction of one physical characteristic (strength, dexterity, or constitution), lasting for 1-6 days
4. 33 1/3% chance of 1-4 point reduction of one physical characteristic (strength, dexterity, or constitution), lasting for 1-6 days
5. If caused by wound, induces paralysis (additional saving throw allowed)
6. If ingested or poison gas, euphoric (unaware/disbelieving of danger)
There are antidotes to some poisons.
Some poison articles: Judge’s Guild Journal #19, The Dragon #32 + 1e DMG p. 20 + check the forums!
I do think it is vital to retain the Save or die. It doesn’t need to be common, just the possibility and threat needs to be there. (MHO).