
This would keep the tactic more fair, since it does not take 1 or 2 turns to defeat every boss or enemy and they won't knock your whole party out from a single poison skill either. You'd probably want to keep the damage rate between 10-35% minimum and maximum depending how you set this out.

Such as how many turns the poison will last and how much healing spells and items recover. The highest rate poison should be set would vary depending on other factors. That damage rate will be incredibly high and powerful resulting in a broken game. You don't want poison to degenerate 75% HP or anything close to that. Keep the status effects you have fair, accurate and small. Most of these points were already pointed on in the thread. Here are some handy points to consider when making them. Both negative and positive status effects give you reasons to cast different actions per turn, since each status effect last a couple of turns. Negative status effects let's you create cure skills for them, and cure items making items more useful in battles. Why should you use status effects at all? Status effects are useful in adding tactics and strategy to your battles. The aim/purpose of this article is to give you some good ideas on how you can use status effects well in your RPG. Since then I and anyone else reading can improve. Just don't go "that's terrible because I said so" go "that's bad because of X reason" or "that's terrible because of X reason".

If after you read this your own views clash with what is said, then I'd love you to point out what you think is wrong in the article and why. Originally going to respond to this thread link below but it turned into some sort of article.
