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simple dnd question...how to level traps? http://www.worldworksgames.com/forum/viewtopic.php?f=73&t=9110 |
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Author: | hulkster [ 01-02-2011, 05:49 PM ] |
Post subject: | simple dnd question...how to level traps? |
I've looked in my dmg and googled but I can't find anything. What ok trying to do is make a level 5 magic crossbow turret trap. The one in the dmg is only level 1...so what do I increase if leveling? Do I treat it similar to leveling a monster? |
Author: | Matthew777 [ 01-02-2011, 06:44 PM ] |
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I may be able to help you here - are you playing 3.5 or 4e? |
Author: | hulkster [ 01-02-2011, 08:14 PM ] |
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4e |
Author: | UHF [ 01-03-2011, 07:31 AM ] |
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Think of it like a monster. The DCs to detect or disable should be based on the level of the trap. It would also have the same damage and attack values as the monster. If it attacks many or all of the players, then its an Elite or a Brute. Soldier... harder to defeat. Don't forget to have them interact with the encounter. Our Monk fell in a poison spike pit trap... +4 vs reflex actually hit him. Some guys come out of a door and say; "You shouldn't be here... would you like help out?" *offering rope* "Uh... OK." *As the monk is clearing the lip of the pit, they let go, and draw their bows.* *Monk isn't moving down there.* |
Author: | hulkster [ 01-03-2011, 10:50 AM ] |
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Author: | Matthew777 [ 01-03-2011, 03:12 PM ] |
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Author: | Talae [ 01-03-2011, 08:19 PM ] |
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Author: | hulkster [ 01-04-2011, 04:26 AM ] |
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Author: | UHF [ 01-04-2011, 01:50 PM ] |
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Traps in the wild don't always need to be obvious.. First... if the players are in the wild... track food... and water... Let them find some gold bits, (an ancient elvish tiara?) and a big door that they have to spend a week nudging open. Now... If I was a fleeing elf, I'd plant the venus fly trap of death right next to the apple tree... Giant toads of doom would be provided ample living space in the beautiful ponds... Poisoning the water wells is a time honored technique. Now its a common fact that you can attract the things you want in your own yard by growing the appropriate food, or attracting said appropriate food. Mango trees attract bats.. what if said bats were called Griffin Bats so named because they are frequently eaten by famished Griffins who now frequent the area. Plant said mango trees in likely camping locations... and someone is going to loose some sleep, cause the bats flit about at night. Don't forget to leave lots of clues for them. Like today.. you may know that's a Griffin Bat... you may not know why. Putting a bird feeder in our yard attracted lots of birds. It also left a tell tale sign of bird poop. (Got Griffin poo identification skills in the party?) If they figure out what the Griffin Bat thing... don't forget to let them know about the Dragon Flowers in the middle of the courtyard... Now, I'm more a fan of making the traps make some sense. I'm not keen on magic semiautomatic crossbow cannons. I like that somehow the traps belong, and just work naturally. For example... suspend and hold back a log from a door. The next person to open the lock or (my favorite) push the door bell, gets a big surprise as the log swings down and smashes through the door. It needs a tall ceiling to really work, and more importantly reach out the door an effective distance to get more adventurers. I did the math, and you can really send a character flying... this way. (A great place to plant a bunch of giant sticky mushrooms by the way... immobilize, save ends.) Mix traps and monsters. I kind of liked crawling claws... But what would really smack of being right is fighting a pile of zombies with no hands first. Zombies with no hands hanging out under the Stirge tree... (Looks like another safe place to camp right?) So, now you have a situation where the players who are just trying to get in, have to deal with a lot of issues. Food? Water? Bedding? After a week of work opening a door, they've got some money and some bruises. Blood sucking Stirges, and Zombies.. who would have thought they worked so well together? Next door... BAM! Half the party is sent flying into sticky mushrooms.. In the confusion, Crawling Claws start scampering out and looking for prey. Just a warning, but the more traps you use, the more paranoid your players will become. If they don't feel like traps... well you can use more. Once they get inside fill the place place with undead and other happy individuals. Good hunting. |
Author: | hulkster [ 01-04-2011, 02:10 PM ] |
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wow....if i were playing in one of your games, i would fully expect to see a unicorn that farts rainbows as well. rainbows.....OF DOOOOOM! good ideas though ![]() i did have a question now that you mention "taking a week to open the door". do you really pass a week of game time during your sessions? normally when i run a session i ignore all the time stuff and just play as if they were doing everything in real time (more or less). i mean, if they trek across half the country, or if they navigate through the wilderness for hours then yeah. but i normally dont worry about time constraints. should i? |
Author: | Zenguy [ 01-04-2011, 03:10 PM ] |
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Author: | UHF [ 01-04-2011, 03:58 PM ] |
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Author: | UHF [ 01-05-2011, 09:04 AM ] |
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Author: | Talae [ 01-05-2011, 11:17 AM ] |
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Author: | UHF [ 01-05-2011, 12:52 PM ] |
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Author: | akanon [ 01-05-2011, 01:46 PM ] |
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Author: | UHF [ 01-05-2011, 03:09 PM ] |
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Author: | UHF [ 01-10-2011, 09:58 AM ] |
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Author: | Matthew777 [ 01-10-2011, 01:08 PM ] |
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Author: | Talae [ 01-10-2011, 06:06 PM ] |
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