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7th Ed. Poison

Barotok said:
Poison isnt determined by To Hit!
If I may play devils advocate here, I would argue that it does. The To-Hit roll is the determinate factor in wether or not the target is successfully poisoned or even hit for that matter. With our skinks, our hits are almost always poisoned anyways though (BS3).

This is the root of the issue: If a Poisoned attack hits (which all blowpipes are Poisoned), then the special effect of poison is activated on a natural die of 6. Since the cut off for Poison is a 7+ To Hit... *every* roll of 6 will be a hit. Anything below 7+ is at most 6+ meaning a 6 will hit.

So if you need 6+ to hit, 5+ to hit, 4+ to hit, 3+ to hit, etc. etc., it doesnt matter. You roll a natural 6, you logically must make the hit, you get an auto wound. 7+ and higher are excluded of course.

Now lets look at Oxyotl's Poisoned attacks. If his Poisoned attack hits (which all blowpipes are Poisoned), then the special effect of poison is activated on a natural die of 6. So if you need 6+ to hit, 5+ to hit, 4+ to hit, 3+ to hit, etc. etc., it doesn't matter. You roll a natural 6, you get an auto wound. 7+ and higher are excluded of course.

That's the issue I'm pointing out. By RAW, as long as you hit (below a 7+, which means a roll of 6 will always hit) you get a Poisoned attack on a natural 6 die. Oxyotl's rules don't technically change that.

I would, and everyone in my gaming group, play it as if he needs a natural 5 or 6 to Poison. I think it's pretty clear that this is the intention and there's only one person I game with who would argue (but that isnt speaking to the validity of the rule, that's speaking to his character ;) ). Regardless, the entire thing bothers me.
 
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