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Unearthed Arcana: Traps Revisited
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<blockquote data-quote="Chaosmancer" data-source="post: 7709534" data-attributes="member: 6801228"><p>First of all, I want to admire the evil that went into that Path of Blades. The Fear rune at the end is just brilliant and I want to use that trap so badly right now. </p><p></p><p>Which, I would never use that trap in it's recommended range of lv 1 - 4. With a +5 to hit and an 80 ft range, acting on 20 count, this trap should make at least 3 attacks even if the players try and run straight through it, and 6d10 damage will destroy low level characters, who then need to go through the Pillars, probably taking another 2d10 before being feared into running back into the trap. This thing is clearly more of a lv 5-8 trap. Though magic walls make a big difference. </p><p></p><p>Another strange choice, the simple Falling Gate trap is deadly, potentially killing players with it's zero damage.... Okay, yeah, being trapped in the dungeon could be bad, but unless you've made a very heavy gate, they can probably get back out if they dedicated time and effort to doing so. I'd have placed that at moderate with a note that cutting off escape can be highly deadly under the right circumstances (trapping the players in a dungeon with a tribe of minotaurs and demons fro example)</p><p></p><p>Overall though, I like where this is going. Fun ideas and some more traps to help fill out the missing elements. I tend to not like simple traps, they are just a time waster the majority of the time, but Complex traps are fun and interesting encounters.</p><p></p><p>Instead of prevent multiple people from making the same check, I think increasing the DC would give the "too many cooks in the kitchen" feel of everyone crowding around the same control panel. A +2 or +3 per person attempting the check, with a chance to perhaps undo someone else's progress if you goof up bad enough?</p><p></p><p>Most of the traps as written would be auto-noticed as well. Even a 3rd level rogue or bard is likely to have a passive perception of 15 or 16, and that will grow by a lot if they invest in it, plus alert. I tend to have at least one player at the table whose got a passive perception of close to 20 if not above that. So trip wires and pits are immediately countered by knowing about their existence. </p><p></p><p>Still though, I like this a lot and hope to see a lot more traps out of them, especially complex ones that are an encounter in themselves</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 7709534, member: 6801228"] First of all, I want to admire the evil that went into that Path of Blades. The Fear rune at the end is just brilliant and I want to use that trap so badly right now. Which, I would never use that trap in it's recommended range of lv 1 - 4. With a +5 to hit and an 80 ft range, acting on 20 count, this trap should make at least 3 attacks even if the players try and run straight through it, and 6d10 damage will destroy low level characters, who then need to go through the Pillars, probably taking another 2d10 before being feared into running back into the trap. This thing is clearly more of a lv 5-8 trap. Though magic walls make a big difference. Another strange choice, the simple Falling Gate trap is deadly, potentially killing players with it's zero damage.... Okay, yeah, being trapped in the dungeon could be bad, but unless you've made a very heavy gate, they can probably get back out if they dedicated time and effort to doing so. I'd have placed that at moderate with a note that cutting off escape can be highly deadly under the right circumstances (trapping the players in a dungeon with a tribe of minotaurs and demons fro example) Overall though, I like where this is going. Fun ideas and some more traps to help fill out the missing elements. I tend to not like simple traps, they are just a time waster the majority of the time, but Complex traps are fun and interesting encounters. Instead of prevent multiple people from making the same check, I think increasing the DC would give the "too many cooks in the kitchen" feel of everyone crowding around the same control panel. A +2 or +3 per person attempting the check, with a chance to perhaps undo someone else's progress if you goof up bad enough? Most of the traps as written would be auto-noticed as well. Even a 3rd level rogue or bard is likely to have a passive perception of 15 or 16, and that will grow by a lot if they invest in it, plus alert. I tend to have at least one player at the table whose got a passive perception of close to 20 if not above that. So trip wires and pits are immediately countered by knowing about their existence. Still though, I like this a lot and hope to see a lot more traps out of them, especially complex ones that are an encounter in themselves [/QUOTE]
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