Mechanics for Poison

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PencilBoy99
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Mechanics for Poison

Post by PencilBoy99 » Mon Jan 29, 2018 12:36 am

I"m just trying to get clear on the mechanics for Poison. Let's take the Orc Called Shot "Poison" from the core book.

- Being Poisoned also creates the effect of being Wounded, right? However, unless they're separately reduced to 0 endurance, they can't die from poison, right?

- Does Leechcraft allow an automatic success to remove the Poisoned condition? One of our characters has that so what's been happening is that being Poisoned never matters, because she wipes the condition away automatically.

- How does being poisoned go away?

Otaku-sempai
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Re: Mechanics for Poison

Post by Otaku-sempai » Mon Jan 29, 2018 1:22 am

Poisoned
Adventurers can be Poisoned in several ways: they could be bitten by a giant Spider, hit by an Orcish broad-bladed sword, or end up eating venison hunted in the wrong part of Mirkwood.

A Poisoned character is considered to be Wounded. Thus, if an already Poisoned character is wounded once, he falls unconscious as if Wounded twice (likewise, a Wounded character falls unconscious if Poisoned).

Different poisons may provoke different additional effects. A Poisoned character remains as such until a proper remedy is applied, or the effects of the particular poison affecting him wear off.
The additional effect of one specific poison might be to induce sleep for a day or a coma that could lead to death if untreated. The additional effect of another might be loss of endurance, which could also result in death. The description of a specific poison should include how long it should take to wear off (if applicable), often after one day.
Last edited by Otaku-sempai on Tue Jan 30, 2018 12:27 am, edited 1 time in total.
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The_Vanguard
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Re: Mechanics for Poison

Post by The_Vanguard » Mon Jan 29, 2018 10:04 pm

I feel that automatic instantaneous poison removal should be the domain of the Woodmen Cultural Virtue Herbal Remedies. So, I’d rule that Leechcraft works by allowing you to make a skill check where you normally wouldn’t be able to.
Alternatively, it might speed up recovery by removing the poison in 24h or so.

If untreated, I rule that the wounded status heals normally, i.e. at max endurance.

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Indur Dawndeath
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Re: Mechanics for Poison

Post by Indur Dawndeath » Wed Jan 31, 2018 7:58 pm

It should not be an instant cure to roll a Healing test, and therefore also not by invoking a normal success with a trait.
I like the idea that a Healing test that was not normally possible would be allowed, but not to cure instantly. Instead the success could reduce the secondary effects of the poison.
A normal healing test is required to treat a wound, so the wounded effect of poison could also be treated for faster endurance regeneration or saving the lives of characters at 0 endurance and poisoned who were considered to be dying. This Healing test can be auto succeeded with a proper trait like leechcraft.
The Woodman ability cost Hope, so it’s important not to deminish that ability.
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Falenthal
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Re: Mechanics for Poison

Post by Falenthal » Thu Feb 01, 2018 8:54 am

Indur Dawndeath wrote:
Wed Jan 31, 2018 7:58 pm
A normal healing test is required to treat a wound, so the wounded effect of poison could also be treated for faster endurance regeneration or saving the lives of characters at 0 endurance and poisoned who were considered to be dying. This Healing test can be auto succeeded with a proper trait like leechcraft.
The Woodman ability cost Hope, so it’s important not to deminish that ability.
This. Exactly my thoughts.

The_Vanguard
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Re: Mechanics for Poison

Post by The_Vanguard » Thu Feb 01, 2018 11:11 pm

Indur Dawndeath wrote:
Wed Jan 31, 2018 7:58 pm
The Woodman ability cost Hope, so it’s important not to deminish that ability.
You’re thinking of Staunching Song maybe. Herbal Remedies is free to use. Still, it is one of your precious Virtues so it should be potent and character defining.

Right now, I’m wondering if Leechcraft is the right trait anyway. The discription says it helps with “wounds and sickness”, so you have to squint your eyes somewhat if you want poisons to fit in there, too.
Herb-Lore speaks of healing salves, so it might also be a good fit.

Anyway, at a closer look Poisoned (pg. 130) reads “A Poisoned character remains as such until a proper remedy is applied, or the effects of the particular poison affecting him wear off”.
I think this is supposed to mean that the Wounded status disappears when the secondary effects run out, which is one day for orc and spider poison.
So, what would be in the spirit of the rules? First of all, I don’t think Healing should be possible in combat, so poison will always be dangerous the moment it hits you. Beyond that, it’s fine if PCs recover quickly so they may get to do more hero-stuff and helping each other out makes for some good Fellowship bonding. So, I’m not against a near instantaineous (about one hour) recovery.

feld
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Re: Mechanics for Poison

Post by feld » Fri Feb 02, 2018 2:54 am

With respect I don't think Herbal Remedies - Poison Remedies is free to use.

Check the top of page 112 in the ToR RPG Core book. It says:
"Spend a point of Hope and roll Craft against a TN of 16 to neutralise the effects of a single poison type on all
members of your company."

The formatting on the bottom of page 111 makes it look like the entry is done so I initally overlooked it too...but Woodmen Poison Remedies are not Hope-less....

PencilBoy99
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Re: Mechanics for Poison

Post by PencilBoy99 » Fri Feb 02, 2018 3:14 am

Which makes me think, again, that RAW you can't get rid of poison. At best, Leechcraft should let you make a roll to reduce its effects.

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Re: Mechanics for Poison

Post by Otaku-sempai » Fri Feb 02, 2018 3:47 am

PencilBoy99 wrote:
Fri Feb 02, 2018 3:14 am
Which makes me think, again, that RAW you can't get rid of poison. At best, Leechcraft should let you make a roll to reduce its effects.
You mean: you can't get rid of poison until its effects wear off or a remedy is correctly applied? Presumably the Woodmen Virtue Herbal Remedies: Poison Remedies allows for the crafting of a remedy for a specific poison. However, a remedy might be acquired in some other manner such as from a Loremaster Character.

I can see either trait, Herb-lore or Leechcraft, being useful in the treatment of poison.
Last edited by Otaku-sempai on Fri Feb 02, 2018 4:51 pm, edited 1 time in total.
"Far, far below the deepest delvings of the Dwarves, the world is gnawed by nameless things. Even Sauron knows them not. They are older than he."

The_Vanguard
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Re: Mechanics for Poison

Post by The_Vanguard » Fri Feb 02, 2018 7:18 am

feld wrote:
Fri Feb 02, 2018 2:54 am
The formatting on the bottom of page 111 makes it look like the entry is done so I initally overlooked it too...but Woodmen Poison Remedies are not Hope-less....
Wow, I totally missed that. Thanks for pointing this out to me.

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