My biggest dislike so far in the game: poison rules. Most poisons do minor ongoing damage, and often have a secondary annoying effect, ranging from slowing you (which just reduces your movement, unlike 3E slow) to stunning you (no actions), or worse.
The thing is, you save at the end of every turn, and saves are a flat 10 or better on a d20. Which means that if the poison hits you, you’ve got a 55% chance to suffer its effects for one round, a 24.75% chance to suffer the effects for two rounds, and just a 9.1% chance to suffer it for three or more rounds. That’s discounting the various powers that give you bonuses or rerolls on your saves.
Poisons are wussy and short-acting, even the very worst ones. I don’t like it.
I’m considering using instead a modification of the disease rules, which kick ass. Diseases attack you at the end of every extended rest, using their initial attack value vs. a certain defense (usually fort, I think). Each disease has a disease track, ranging from “cured” to “final stages” or something. Final stage can be death, permanent blindness, permanent Daze, etc. You have to resist the disease several times in a row to make it to the cured stage; several failures in a row end you up on the Final stage, which always sucks.
Anyway, I’m thinking of making poisons work just like this, except that instead of attacking you after each extended rest, they’d attack you at the end of each short rest–and that an extended rest would only be made possible by repeatedly rolling the poison’s attack until you were either cured or in the final stage.
That would fairly well approximate the speed of real-world poisons, would add a nice touch of urgency to getting a poison out of your system, and would make them scary without being AD&D Save or Die mechanics.
Daniel