by LichKing » Thu Nov 03, 2011 3:43 pm
If I understood well, you're talking about a unit that reduces opponent's STR by 10, in addition of fear/chaos. So I guess I didn't understood. I wouldn't want poison to be that powerful, I'd like it to be an ability on hit, like poison should be. If you think the version I came up with is too weak (I recognize it isn't a strong ability) it could be:
1st hit: -10 STR (if the unit reaches 0 STR dies, so a lot of 1-turn units could die in 1 hit, unless blessed/behind walls/morale/etc).
2nd hit: death (3HP units killed in 2 hits)
Poisoned units that survive the battle could have a permanent -5 STR penalty. Example:
2 spiders vs 1 LtInf, 1 HvInf, 2 green dragons (no stack bonus)
1. round: spider hits, LtInf dies in 1 hit
2. round: HvInf hits
3. round spider hits, HvInf fights now at 5 STR
4. round: spider hits, HvInf dies
5. round: spider hits, dragon fights now at 25
6. round: green dragon hits, spider dies
7. round: 2nd spider hits, green dragons (previously poisoned) dies
8. round: spider hits, dragon fights now at 25
9. round: green dragon hits
10. round: green dragon hits, spider dies. Green dragon survives the battle and has a 'poisoned' status, with permanent 5 STR penalty until cured (in a temple, for example)
Like this it would be even too powerful, maybe. There could be various degrees of poison, each degree would give 5 STR penalty in battle (always 5 after battle), so a spider could have poison 2 (10 STR penalty in battle), a scorpion poison 1 (5 STR penalty, could kill only scouts and crows with 1 hit, or units who have STR 5 in battle because of Fear/Chaos effect).