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Reliable Talent. What the what?
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<blockquote data-quote="5ekyu" data-source="post: 7291484" data-attributes="member: 6919838"><p>Dont own ToH but in AtG - its fairly obvious that these "traps" are not "threats" to 11th level parties. they are at best nuisances or perhaps time sinks. </p><p></p><p>look at all the traps in the Kings treasure room as you describe...</p><p></p><p>if you just let the barbie open every trapped item and<strong> he fails every save</strong> and <strong>gets max damage</strong> </p><p>poison status until short rest</p><p>3d4 acid damage for 12 max</p><p>2d6 piercing for 12 max</p><p>Contact poisoned condition (24h) and unconscious (until takes 1hp or more then awake) so +1hp</p><p>Needle poison purple worm 12d6 poison 72</p><p></p><p>maybe i missed one but that is basically a condition and 97 HP if you fail every save and roll max damage every time.</p><p></p><p>Would be no problem for any barbie to just muscle through them all - take the lumps and then get right back up with a couple mid-level spell slots expended.</p><p></p><p>Did i miss something here or did you also post about how concerned barbies hit points make you cuz they make this trap room such a lack of drama?</p><p><strong></strong></p><p><strong>"Should i just tell them the barbie bulls through all the traps and you throw a couple middle spells and tell them what they have won?"</strong></p><p></p><p>Also, just to be clear, have you looked at those traps to see how many are basically thwarted by mage hand or unseen servant without the need to cure them later?</p><p><strong></strong></p><p><strong>"Should i just tell them the servant and hand sets the raps and get the loot from almost all the traps and tell them what they have won?"</strong></p><p></p><p>now, sure, there was a temporary "tax" on resources but really not enough to matter one whit if the 11th level team approaches this with at least four brain cells between them. this level of traps for the treasure room was not a "source of drama or excitement" in fact because it poses no real threat to a party with no rogue at all.</p><p></p><p>So, really, this fret and bother is over whether or not the party loses acouple low tier spells and a small amount of HP to get through the OMG treasure room OR they let the rogue do his thing and show off his newest 11th level ability working in concert with his MAXED attribute points and other CLASS ABILITY for TWO (per and tools) of his, what, FOUR most developed SKILLS - the "i am dang good with these things" thing he chose to do?</p><p></p><p>What you are "supposed to do" as a GM is alter the module where needed to meet your expectations.</p><p></p><p><strong></strong></p><p><strong>*IF* you as Gm want that trapped treasure room to in and of itself be a significant threat or source of drama and worry and excitement (whatever) based on its mechanical effects - you need to drastically alter that whole setup for a party of 11th level characters, whether they have a rogue-11 or not.</strong></p><p></p><p>If in your game *that room* was an example of a "serious trap threat" that should be a worry... one that an 11th level trap specialist should be concerned over... i might not even put my expertise into traps per se... cuz the meat and flashies can mow through that "toughie" without me lifting a pick or probe. That spend for traps might be better off over on deception or acrobatics or athletics, things where when i need them the barbie and flashy can't "do it for me."</p><p></p><p>if you told my rogue "nerf it" and then we walk into that room and they mage hand thru as many as they can... barbie thru some too i would repeat "glad my skill thingy got nerfed? Glad that abusive talent was fixed!" while laughing and pointing at you each and every time they did so.</p><p></p><p>Well, OK, no i wouldn't cuz i am an adult, but i would think it and after that session - "thank you for your time" and leave the game to find a Gm who did not have a *thing going on* about rogues. life's too short.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7291484, member: 6919838"] Dont own ToH but in AtG - its fairly obvious that these "traps" are not "threats" to 11th level parties. they are at best nuisances or perhaps time sinks. look at all the traps in the Kings treasure room as you describe... if you just let the barbie open every trapped item and[B] he fails every save[/B] and [B]gets max damage[/B] poison status until short rest 3d4 acid damage for 12 max 2d6 piercing for 12 max Contact poisoned condition (24h) and unconscious (until takes 1hp or more then awake) so +1hp Needle poison purple worm 12d6 poison 72 maybe i missed one but that is basically a condition and 97 HP if you fail every save and roll max damage every time. Would be no problem for any barbie to just muscle through them all - take the lumps and then get right back up with a couple mid-level spell slots expended. Did i miss something here or did you also post about how concerned barbies hit points make you cuz they make this trap room such a lack of drama? [B] "Should i just tell them the barbie bulls through all the traps and you throw a couple middle spells and tell them what they have won?"[/B] Also, just to be clear, have you looked at those traps to see how many are basically thwarted by mage hand or unseen servant without the need to cure them later? [B] "Should i just tell them the servant and hand sets the raps and get the loot from almost all the traps and tell them what they have won?"[/B] now, sure, there was a temporary "tax" on resources but really not enough to matter one whit if the 11th level team approaches this with at least four brain cells between them. this level of traps for the treasure room was not a "source of drama or excitement" in fact because it poses no real threat to a party with no rogue at all. So, really, this fret and bother is over whether or not the party loses acouple low tier spells and a small amount of HP to get through the OMG treasure room OR they let the rogue do his thing and show off his newest 11th level ability working in concert with his MAXED attribute points and other CLASS ABILITY for TWO (per and tools) of his, what, FOUR most developed SKILLS - the "i am dang good with these things" thing he chose to do? What you are "supposed to do" as a GM is alter the module where needed to meet your expectations. [B] *IF* you as Gm want that trapped treasure room to in and of itself be a significant threat or source of drama and worry and excitement (whatever) based on its mechanical effects - you need to drastically alter that whole setup for a party of 11th level characters, whether they have a rogue-11 or not.[/B] If in your game *that room* was an example of a "serious trap threat" that should be a worry... one that an 11th level trap specialist should be concerned over... i might not even put my expertise into traps per se... cuz the meat and flashies can mow through that "toughie" without me lifting a pick or probe. That spend for traps might be better off over on deception or acrobatics or athletics, things where when i need them the barbie and flashy can't "do it for me." if you told my rogue "nerf it" and then we walk into that room and they mage hand thru as many as they can... barbie thru some too i would repeat "glad my skill thingy got nerfed? Glad that abusive talent was fixed!" while laughing and pointing at you each and every time they did so. Well, OK, no i wouldn't cuz i am an adult, but i would think it and after that session - "thank you for your time" and leave the game to find a Gm who did not have a *thing going on* about rogues. life's too short. [/QUOTE]
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