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TOPIC: Anti-toxin

Anti-toxin 5 years 8 months ago #1

This came up in Grind this year. If a person is poisoned and uses an Anti-toxin to re-roll a save attempt and fails that re-roll, in the next room can they try the Anti-toxin a second time? Technically Tokendb just says "once per room", but on the other hand if the token doesn't use an action or a free action, then it's not clear what step would be taken in a future room to try the save again.
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Anti-toxin 5 years 8 months ago #2

In the regular dungeon, I don't remember a case where poison carried from one room to another (maybe it has happened and I missed it or forgot it). So I'm not sure it has come up before. I think that in the Dungeon, the poison effectively ends at the end of the room, just like bonuses from potions. The only negative effect (besides death) that I recall seeing carry from one room to another in the Dungeon would be Darkstain, which isn't a poison.

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Anti-toxin 5 years 8 months ago #3

In standard TD adventures, Poison has never had lingering effects. Therefore, there has never been a discussion about re-re-roll attempts in later rooms.

If I were to speculate, my guess would be that Jeff would not allow poison saves in later rooms, but I am not Jeff and this is by no means an official ruling.

There are a number of rules that are specific to Grind, so maybe this should be added to them?
Have you looked it up in the TDb ?
Please post TDb corrections in this thread .
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Anti-toxin 5 years 8 months ago #4

While i cannot provide an official answer, i would expect that the ONLY time you can use anti-toxin is immediately after failing the save, before moving on with other actions. The 1/room limit is to prevent someone from carrying 100 to make sure they never fail a poison save.
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Anti-toxin 5 years 8 months ago #5

Fiddy wrote: In the regular dungeon, I don't remember a case where poison carried from one room to another (maybe it has happened and I missed it or forgot it). So I'm not sure it has come up before. I think that in the Dungeon, the poison effectively ends at the end of the room, just like bonuses from potions. The only negative effect (besides death) that I recall seeing carry from one room to another in the Dungeon would be Darkstain, which isn't a poison.


Don’t forget “corruption” this year...

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Anti-toxin 5 years 8 months ago #6

Mongo wrote:

Fiddy wrote: In the regular dungeon, I don't remember a case where poison carried from one room to another (maybe it has happened and I missed it or forgot it). So I'm not sure it has come up before. I think that in the Dungeon, the poison effectively ends at the end of the room, just like bonuses from potions. The only negative effect (besides death) that I recall seeing carry from one room to another in the Dungeon would be Darkstain, which isn't a poison.


Don’t forget “corruption” this year...


Or the "psychic poison" a few years ago.
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Anti-toxin 5 years 8 months ago #7

Kirk Bauer wrote: This came up in Grind this year. If a person is poisoned and uses an Anti-toxin to re-roll a save attempt and fails that re-roll, in the next room can they try the Anti-toxin a second time? Technically Tokendb just says "once per room", but on the other hand if the token doesn't use an action or a free action, then it's not clear what step would be taken in a future room to try the save again.



Yes, normally you only roll the saving throw when you get poisoned and that is the window when you use Anti-toxin (or Belladonna). Once you actually are poisoned, you need a token that removes/neutralizes/cures poison.

There was one case where at the very end of the Grind, Preston (Arp's son) kept rolling low saves after having been force fed a poisonous mushroom. I did let him use multiple Anti-toxins out of pity cause he kept rolling low. After rolling like a 1-5 for 4 or 5 times in a row, his dad just used a scroll of Slow Poison.

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Anti-toxin 5 years 8 months ago #8

Fiddy wrote: In the regular dungeon, I don't remember a case where poison carried from one room to another (maybe it has happened and I missed it or forgot it). So I'm not sure it has come up before. I think that in the Dungeon, the poison effectively ends at the end of the room, just like bonuses from potions. The only negative effect (besides death) that I recall seeing carry from one room to another in the Dungeon would be Darkstain, which isn't a poison.


Curses carry on too. Especially duck-related curses.

And in Grind, max HP reduction, dismemberment, and token "destruction" (not real token destruction but within the game) also carry on.

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Anti-toxin 5 years 8 months ago #9

Incognito wrote:

Fiddy wrote: In the regular dungeon, I don't remember a case where poison carried from one room to another (maybe it has happened and I missed it or forgot it). So I'm not sure it has come up before. I think that in the Dungeon, the poison effectively ends at the end of the room, just like bonuses from potions. The only negative effect (besides death) that I recall seeing carry from one room to another in the Dungeon would be Darkstain, which isn't a poison.


Curses carry on too. Especially duck-related curses.

And in Grind, max HP reduction, dismemberment, and token "destruction" (not real token destruction but within the game) also carry on.


So what do you think, Eric. In Grind should we allow them to take a standard action to try another Anti-toxin in a future room?
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We buy, sell, and trade True Dungeon tokens. We also have a convenient consignment program where you can sell your own tokens.

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