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General Tabletop Discussion
*Dungeons & Dragons
Conditions and Traps
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<blockquote data-quote="Cadriel" data-source="post: 6431475" data-attributes="member: 4295"><p>Looking at the list of conditions in the PHB suggests some great traps to me. Here's some preliminary brainstorming with this idea, more is appreciated.</p><p></p><ul> <li data-xf-list-type="ul">Blinded. Traps that emit an extremely bright light can blind victims who fail a saving throw.</li> <li data-xf-list-type="ul">Deafened. Extremely loud noises can temporarily inflict deafened on characters; I'm not even sure if I'd always allow a save for this one.</li> <li data-xf-list-type="ul">Frightened. A powerful artifact might cause a save versus this condition unless the PCs leave its presence. This would be interesting in a monster lair if there was a fight where the PCs got it inflicted on them.</li> <li data-xf-list-type="ul">Grappled. A trap simulating a grappler might inflict this instead of Restrained for a turn.</li> <li data-xf-list-type="ul">Paralyzed. A good one for magical traps, also an alternate type of poison.</li> <li data-xf-list-type="ul">Petrified. This is over-powered for most traps, unless the PCs have access to spells that can reverse it.</li> <li data-xf-list-type="ul">Poisoned. Lots of traps use poison, it's a natural.</li> <li data-xf-list-type="ul">Prone. This is great for a 1-2 punch: the trap knocks the PCs prone, then the monsters come in to take advantage of the fact.</li> <li data-xf-list-type="ul">Restrained. This is the default for falling nets, spiderwebs, and ultra-sticky substances used as traps.</li> <li data-xf-list-type="ul">Stunned. Like Prone, this is best if used immediately before attack. Maybe alchemical stun bombs that inflict this for a number of turns.</li> </ul><p>That's most of the conditions. I'd be interested if anybody's used anything like this or has other ideas for using conditions as triggers in traps.</p></blockquote><p></p>
[QUOTE="Cadriel, post: 6431475, member: 4295"] Looking at the list of conditions in the PHB suggests some great traps to me. Here's some preliminary brainstorming with this idea, more is appreciated. [LIST] [*]Blinded. Traps that emit an extremely bright light can blind victims who fail a saving throw. [*]Deafened. Extremely loud noises can temporarily inflict deafened on characters; I'm not even sure if I'd always allow a save for this one. [*]Frightened. A powerful artifact might cause a save versus this condition unless the PCs leave its presence. This would be interesting in a monster lair if there was a fight where the PCs got it inflicted on them. [*]Grappled. A trap simulating a grappler might inflict this instead of Restrained for a turn. [*]Paralyzed. A good one for magical traps, also an alternate type of poison. [*]Petrified. This is over-powered for most traps, unless the PCs have access to spells that can reverse it. [*]Poisoned. Lots of traps use poison, it's a natural. [*]Prone. This is great for a 1-2 punch: the trap knocks the PCs prone, then the monsters come in to take advantage of the fact. [*]Restrained. This is the default for falling nets, spiderwebs, and ultra-sticky substances used as traps. [*]Stunned. Like Prone, this is best if used immediately before attack. Maybe alchemical stun bombs that inflict this for a number of turns. [/LIST] That's most of the conditions. I'd be interested if anybody's used anything like this or has other ideas for using conditions as triggers in traps. [/QUOTE]
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