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4e conversion of White Plume's hot mud room
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<blockquote data-quote="Mythlore" data-source="post: 4958350" data-attributes="member: 69463"><p>I've just taken into consideration Pbartender's words, and I think I've come to this brilliant conclusion.</p><p></p><p>A trap is something that can damage you. (actual hurt points)</p><p>A skill challenge is something that might exhaust or tire you. (potential healing surge)</p><p></p><p>An obstacle is something that simply hinders you. (blocks, restricts, slows movement)</p><p>A hazard is something that adds conditions to the field. (movement penalties, complex actions)</p><p></p><p>In this case, then, the concept that this is a Skill Challenge might be the wrong presentation format for something that is more like a Trap or Hazard. Since it poses a threat of injury and a condition on movement -- penalties for failing to avoid the trap, and a skill check to avoid the trap's effect. Likely: countermeasures might disable it, but it would have to be difficult to handle, unless a rogue wanted to rush through first and risk getting himself blasted by the trap. If he makes it through, he runs the challenge, and then has to do a disable device / thievery check (a little extra die-rolling). Each character then can avoid the trap challenge -- or if there isn't a party rogue, then you can have every character play the game of "help your ally" and apply your +2 to +5 aid bonus to helping another ally across. Failure could result in "blasted by steam, pushed 2 into mud; take hot mud (fire) damage, must swim to next block; slowed for next jump, penalty to next jump check".</p></blockquote><p></p>
[QUOTE="Mythlore, post: 4958350, member: 69463"] I've just taken into consideration Pbartender's words, and I think I've come to this brilliant conclusion. A trap is something that can damage you. (actual hurt points) A skill challenge is something that might exhaust or tire you. (potential healing surge) An obstacle is something that simply hinders you. (blocks, restricts, slows movement) A hazard is something that adds conditions to the field. (movement penalties, complex actions) In this case, then, the concept that this is a Skill Challenge might be the wrong presentation format for something that is more like a Trap or Hazard. Since it poses a threat of injury and a condition on movement -- penalties for failing to avoid the trap, and a skill check to avoid the trap's effect. Likely: countermeasures might disable it, but it would have to be difficult to handle, unless a rogue wanted to rush through first and risk getting himself blasted by the trap. If he makes it through, he runs the challenge, and then has to do a disable device / thievery check (a little extra die-rolling). Each character then can avoid the trap challenge -- or if there isn't a party rogue, then you can have every character play the game of "help your ally" and apply your +2 to +5 aid bonus to helping another ally across. Failure could result in "blasted by steam, pushed 2 into mud; take hot mud (fire) damage, must swim to next block; slowed for next jump, penalty to next jump check". [/QUOTE]
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