Baldur's Gate 3

Baldur's Gate 3

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How Poison Works
Right now, coating a weapon in poison adds 1d4 poison damage for 3 rounds.

It shouldn't work this way. Poison shouldn't be on a timer. It should work based on whether you hit or not.

Change it so that coating your weapon adds 'poison charges' to the weapon. Each successful hit consumes a poison charge. Misses do not consume any charges.

This will make it easier to prep weapons with poison before combat and not have to fiddle around with pausing the game and using bonus actions when all you want to do is poison your weapons first and not waste any potential hits with them.

Poison charges.
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Showing 1-15 of 15 comments
SnarkOne Apr 15, 2022 @ 3:33pm 
I like this idea, but this opens a door to a lot of poison meta-gaming & further trivializing combat difficulty; especially in later acts when there will be a segregated "special" poisoner vendor. Imagine wyvern poison being sold, being able to steal from said vendor, & then reliably apply a bonus 7d6 in literally every fight.
Originally posted by SnarkOne:
I like this idea, but this opens a door to a lot of poison meta-gaming & further trivializing combat difficulty; especially in later acts when there will be a segregated "special" poisoner vendor. Imagine wyvern poison being sold, being able to steal from said vendor, & then reliably apply a bonus 7d6 in literally every fight.

(Basic) poison isn't that powerful to begin with, you ought to get all three strikes of poison damage out of it when you apply it.

The more powerful poisons are one offs and more difficult to acquire. All it really does is make sure that if you're prepping ahead of time (like you might with a Rogue, preparing to Snek Attac), then you don't have to fiddle with the pause function and waste bonus actions and what not. I should be able to poison my weapons, and then hit three times with them and get extra poison damage, regardless of whether I miss some attacks or not.
dolby Apr 15, 2022 @ 11:06pm 
nah that would be even worse and make it even more busted.

If anything the duration should be 1 minit so 10 turns like it is in dnd aparantly.
https://roll20.net/compendium/dnd5e/Basic%20poison#content

Posions should have more effects on characters instead of only doing extra damage... But i guess that's to much to ask for in 5e. It's easier to just drop abit extra damage to the player heh so borring.
Originally posted by dolby:
nah that would be even worse and make it even more busted.

If anything the duration should be 1 minit so 10 turns like it is in dnd aparantly.
https://roll20.net/compendium/dnd5e/Basic%20poison#content

Posions should have more effects on characters instead of only doing extra damage... But i guess that's to much to ask for in 5e. It's easier to just drop abit extra damage to the player heh so borring.

If it were a full minute then that would probably be ok as well, as you are more likely to land at least three hits within 10 rounds than you are in just three, so that would be acceptable too.

Also, poison does do more than just damage - if they fail their saving throw (Con I believe) then they are poisoned and have disadvantage on attacks.
TheBlueFox Apr 16, 2022 @ 6:45pm 
Gonna get my nerd glasses on here...

Due to the rule of "Specific Beats General", Basic poison is NOT part of the 4 categories of poison (Ingested, contact, inhaled, consumed), and uses its own stat block for its abilities. BASIC poison "Retains it's potency for up to 1 minute before drying" (Or up to 3 ammunition, which isn't really a factor here) and at no point does it say that it washes off when used.

So a basic poison vial remains active on your weapon for 10 rounds of combat. With Extra attacks, opportunity attacks, and other abilities you can get alot of mileage out of this...

If not for the HORRENDOUSLY LOW DC10 con save. Sadly though, Poison DCs by default tend to be rather low, Like... DC13-16, and most are on a CON save which is one of the BEST saving throws for a majority of monsters (Except spellcasters)

Certain other poisons do certain things. There ARE poisons that deal direct damage (Purple worm poison, wyvern poison, serpent venom), just as there are poisons that grant various conditions like Drow poison which applies sleep, or some other poisons which give the poisoned condition.

Aside from Basic Poison, Usually poisons are applied on a single hit and I don't see how this can be abused. Heck if it applied many many many times over, over the course of a minute, THAT would be abused I'm sure. Hitting and debuffing with Sleep, Paralysis (Crawler Mucus) and other effects OVER AND OVER for 10 rounds of combat would be absurd!

In essence I am for BOTH:
1. basic damage poisons that are active for several rounds of combat, with low DCs that scale higher with level/potency.
2. Single use poisons that deal debilitating effects like Poisoned, Sleep, Paralysis that are on a "Charge", applied on the next successful hit with a saving throw.

However, I would like to see a possibility of a Poison DUST item, for inhaled poisons in a small area, like a grenade. Or the ability to, From stealth, Apply a poison to a foe directly by dipping it in his clothing or the handle of his weapon (Contact Poison).
dolby Apr 17, 2022 @ 12:40am 
Originally posted by Pan Darius Kairos:
Originally posted by dolby:
nah that would be even worse and make it even more busted.

If anything the duration should be 1 minit so 10 turns like it is in dnd aparantly.
https://roll20.net/compendium/dnd5e/Basic%20poison#content

Posions should have more effects on characters instead of only doing extra damage... But i guess that's to much to ask for in 5e. It's easier to just drop abit extra damage to the player heh so borring.

If it were a full minute then that would probably be ok as well, as you are more likely to land at least three hits within 10 rounds than you are in just three, so that would be acceptable too.

Also, poison does do more than just damage - if they fail their saving throw (Con I believe) then they are poisoned and have disadvantage on attacks.
Ow ok i was sure that only happend from spell Poison... Well, i guess i was wrong.

But yeah disadvantage is something at least. But there is so much more they could have done like slow, remove bonus action or whatever the sky is the limit .
TheBlueFox posted some nice suggestions ... but that sleep thing sounds abit op.._
Last edited by dolby; Apr 17, 2022 @ 12:41am
There are different types of poison yes - remember, there's Wyvern Poison, poison 'potions', and sleep potions you can throw as well, so the bases are already pretty covered and I'm going to bet there will be even more in the future.

What this is about though is how you apply poison to your weapon and how long it lasts.

My suggestion is that it should be changed from a duration (3 rounds) to a 'charge' (3 hits), so that you can prepare your weapons ahead of time without being rushed (you could poison your weapons at the beginning of the day if you wanted and not have to worry about expiration). Instead, you just get three poison hits out of each application, regardless of how long it takes you to apply those. Poison should 'charge' the weapon with poison charges instead of a duration.
dolby Apr 17, 2022 @ 11:15am 
Originally posted by Pan Darius Kairos:
What this is about though is how you apply poison to your weapon and how long it lasts.
That's why i posted that 1 minit thing.. Frankly it's close to candles so yeah i don't know, maybe you are right maybe charges could work.. people can prebuff anyway.

I reckon they want you to use that bonus action so it's not that free during combat so the 10 turn duration is probably out cos of that.

The one thing that bothers me is the whole loop over and over and sometimes i forget to click the poison that's why i wish for longer duration i just click next turn to fast...
Most of the time my bonus action is free anyway cos i don't use hide or shove during the combat.

The candles have the added problem where you constantly need to drop it on the ground and light it and pick it up... Where the character could just automatically coat the weapon with it.

So yeah if your charges are not an option i would appreciate a longer duration if nothing else just to save me some boring clicking.
Last edited by dolby; Apr 17, 2022 @ 11:18am
Jack Hawklight Apr 17, 2022 @ 12:44pm 
Maybe it would help if they had some sort of automated script you could set for each character before a fight or as it begins? So you press a button and each character does what you have set out for them to do before the fight starts or it just automatically happens as the fight begins? That is just me talking out my ass though. Could be a terrible idea for reasons I haven't thought of.
Originally posted by Jack Hawklight:
Maybe it would help if they had some sort of automated script you could set for each character before a fight or as it begins? So you press a button and each character does what you have set out for them to do before the fight starts or it just automatically happens as the fight begins? That is just me talking out my ass though. Could be a terrible idea for reasons I haven't thought of.

I mean, I got this idea from the Lightning Charges mechanic they just added. If they can do it with Lightning Charges, why not poison charges? Just add three charges to the weapon, that are removed on successful hits that deal the poison damage to the target, and it's done.
Jack Hawklight Apr 17, 2022 @ 12:57pm 
Originally posted by Pan Darius Kairos:
I mean, I got this idea from the Lightning Charges mechanic they just added. If they can do it with Lightning Charges, why not poison charges? Just add three charges to the weapon, that are removed on successful hits that deal the poison damage to the target, and it's done.

Would this apply to all types of poison? Cause I got to say missing with a wyvern's poison shot hurts all kind of bad right now.
Originally posted by Jack Hawklight:
Originally posted by Pan Darius Kairos:
I mean, I got this idea from the Lightning Charges mechanic they just added. If they can do it with Lightning Charges, why not poison charges? Just add three charges to the weapon, that are removed on successful hits that deal the poison damage to the target, and it's done.

Would this apply to all types of poison? Cause I got to say missing with a wyvern's poison shot hurts all kind of bad right now.

I would say yes. Each type of poison (that coats a weapon) should place an appropriate number of charges of that poison type on that weapon, that remain until used.
Jack Hawklight Apr 17, 2022 @ 1:02pm 
Originally posted by Pan Darius Kairos:
Originally posted by Jack Hawklight:

Would this apply to all types of poison? Cause I got to say missing with a wyvern's poison shot hurts all kind of bad right now.

I would say yes. Each type of poison (that coats a weapon) should place an appropriate number of charges of that poison type on that weapon, that remain until used.

Well, sign me up as a +1 then.

Edit: I take it this would only apply to melee weapons and not ranged weapons, correct? I mean I'm fine with it applying to both, but logically the melee weapon would lose more of its coat with each hit while the poisoned arrow is lost forever.
Last edited by Jack Hawklight; Apr 17, 2022 @ 1:04pm
Originally posted by Jack Hawklight:
Originally posted by Pan Darius Kairos:

I would say yes. Each type of poison (that coats a weapon) should place an appropriate number of charges of that poison type on that weapon, that remain until used.

Well, sign me up as a +1 then.

Edit: I take it this would only apply to melee weapons and not ranged weapons, correct? I mean I'm fine with it applying to both, but logically the melee weapon would lose more of its coat with each hit while the poisoned arrow is lost forever.

Just assume that you poison a number of arrows (charges) that are equal to the number of hits you'd get from a melee weapon.
dolby Sep 26, 2023 @ 10:10am 
poison is even worse now for some reason they added delays...
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Date Posted: Apr 15, 2022 @ 1:43pm
Posts: 15