Are there any rules for siege weapons?

I would humbly disagree with this assessment. I think many players would enjoy a chance to use siege weapons upon their enemies, particularly in a scenario where they'd had them used on them previously. If the players are storming a castle and have to fight their way past the siege weapons, I think they'd derive a great deal of glee in then turning them back on their foes when they in-turn need to defend the castle from some worse threat.

I don't know the best way to explain this, but I already accounted for that by the fact that traps and hazards are not restricted to enemies in 4th edition. In fact, if players have the means to use traps and hazards, they are -encouraged- to use them for their own purposes.

Siege engines are no exception to this.

There's a reason I used generic terms like 'an adversary' and 'creatures' as opposed to 'players' or 'monsters.'
 

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I don't know the best way to explain this, but I already accounted for that by the fact that traps and hazards are not restricted to enemies in 4th edition. In fact, if players have the means to use traps and hazards, they are -encouraged- to use them for their own purposes.

Siege engines are no exception to this.

There's a reason I used generic terms like 'an adversary' and 'creatures' as opposed to 'players' or 'monsters.'

My misunderstanding then - when I saw "adversary" in your example, I immediately thought "Monsters are the players adversaries."
 

Well the idea is if you're in a battle, and -they- have ballistae and stuff, and it has an effect on the players, using trap/hazard rules allows you to give the party the XP to reflect the very real threat value of these items.
 

It also creates a very nicely streamlined mechanic for if/when the players get access to said weapons and want to turn them back on the enemy. What would the write up for a ballistae or catapult look like as a trap though? Would the trigger be something like "operator spends a standard action" or something to this effect?
 

Not a bad idea, actually. Damage for it would be level appropriate, and you could include ways to deactivate it, reset (reload) it, etc.
 



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