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Design and Developments: Dirt, Rocks and 10' halls
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<blockquote data-quote="BeauNiddle" data-source="post: 3898566" data-attributes="member: 836"><p>Isn't a doomspore basically a trap? When touched it triggers a poison gas cloud. Resets in 5 minutes.</p><p></p><p>It's no different or more difficult to run than a current gas trap.</p><p></p><p>The difference is 3rd ed (and previous) had the expectation that traps were found outside combat and 4th ed is going the route that everything is an encounter. Traps and monsters are interchangeable and they suggest using them in combinations (archers behind a pit trap is one example).</p><p></p><p>Doomspores as a general plant that grows randomly is insane. Doomspores as a 'monster' in an encounter is fine - infact it will probably be easier to run than the other monsters just because it has so few features (has it be triggered? yes/no)</p><p></p><p></p><p>I think this ties in with their plans for interesting traps - instead of a bridge with a loose plank (search DC 18, Disable DC20) the whole bridge becomes rickety and requires balance / reflex saves per round variable on damage caused to the bridge then it will be much much more interesting.</p><p></p><p>If the rest of the game has been streamlined enough that I have spare time to think about extra monsters/traps/terrain then I love it. If I'm expected to have 4 or 5 types of 'monsters' in a single encounter (boss / mooks / terrain / trap / controller / skirmisher / etc.) without them simplifying then their mad.</p><p></p><p>I think they know that and hence why they keep mentioning how much easier it is to run the bad guys in their playtests.</p></blockquote><p></p>
[QUOTE="BeauNiddle, post: 3898566, member: 836"] Isn't a doomspore basically a trap? When touched it triggers a poison gas cloud. Resets in 5 minutes. It's no different or more difficult to run than a current gas trap. The difference is 3rd ed (and previous) had the expectation that traps were found outside combat and 4th ed is going the route that everything is an encounter. Traps and monsters are interchangeable and they suggest using them in combinations (archers behind a pit trap is one example). Doomspores as a general plant that grows randomly is insane. Doomspores as a 'monster' in an encounter is fine - infact it will probably be easier to run than the other monsters just because it has so few features (has it be triggered? yes/no) I think this ties in with their plans for interesting traps - instead of a bridge with a loose plank (search DC 18, Disable DC20) the whole bridge becomes rickety and requires balance / reflex saves per round variable on damage caused to the bridge then it will be much much more interesting. If the rest of the game has been streamlined enough that I have spare time to think about extra monsters/traps/terrain then I love it. If I'm expected to have 4 or 5 types of 'monsters' in a single encounter (boss / mooks / terrain / trap / controller / skirmisher / etc.) without them simplifying then their mad. I think they know that and hence why they keep mentioning how much easier it is to run the bad guys in their playtests. [/QUOTE]
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Design and Developments: Dirt, Rocks and 10' halls
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