Bart wrote:Second of all, such change breaks balance of some monsters who are dangerous and should be treated appropriately because they are designed to kill even after you kill them. Namely, kobolds with blowgun, spiders, snakes in shoals (what is their name?) have now interesting tactical aspect which this change would remove.
The problem is that 95% (or more) of the time there is no interesting tactical aspect, because you can survive poison by pressing '5' over and over. For example, when you are poisoned by an adder on D:8, the adder is not dangerous, but you still end up pressing '5' a few times to cure the poison. This is tedious, and I assume this proposal aims to eliminate this type of situation.
I agree with you regarding monsters like redbacks and sea snakes, which are dangerous purely because of the threat of fatal amounts of poison. Under the OP's proposal, poison should probably not be cured outside of combat unless it is yellow. Outside of early deaths due to lack of curing potions, I don't think yellow poison is fatal at any other time of the game, nor are these early deaths very interesting anyways (oh look, I'm poisoned, better hope I can rest this off or that one of these unID'd potions is curing).
On a related, but slightly off-topic note, I think poison should work more like sickness (minus the stat rot). I would propose that poison does not actively hurt you while you are poisoned; instead you can no longer heal naturally (functionally the same as slow healing 3). Furthermore, resting should not cure poison. It can instead be cured by a potion, or exploration, or experience gained, or some other method that does not encourage mashing '5'. In my opinion this creates more interesting situations than poison as currently implemented, while also eliminating the associated tedium entirely.