Myrhdraak
Explorer
That all being said, I think 4e's traps are often on the wimpy side. I agree that they should definitely either present the chance for multiple attacks, do some sort of high limited damage, or simply be worth less XP, or otherwise do SOMETHING more. There are some cases where they're not so bad. Pits at least present some problem as terrain, and could possibly disable a character for the whole encounter, or at least a couple rounds. Some other types similarly, but a lot of the 'poison dart trap' kinds of things do seem fairly anemic.
Actually this is a good inspiration for me to go through and do a trap writeup for HoML, because its definitely going to take a bit different spin on these things...
Based on average length of combat in my 4.5 Edition and the average monster damage I have converted the average damage from multiple attacks into a damage output level for single attack traps (se the Conversion Guide page 11). This damage is equal to 60-95% of a Rogues Max HP over the levels 1 to 30. For a Fighter it would be 45-75% of their Max HP over the same levels. I have kept the variation from the rolling of dices limited in order to make sure the likelihood of instant kill not appearing just from a lucky DM roll. Is this to high? It should of course be used with care, but it is the result if you would like to have XP for traps having the same meaning as XP for mosters.
The Sunless Citadell 4.5 Conversion
4.5 Edition Conversion Guide
/Myrhdraak
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