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ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Epic Traps Creation: a proposal
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<blockquote data-quote="Trainz" data-source="post: 1572879" data-attributes="member: 2122"><p>I am really getting the hang of epic DM'ing, but the one thing I still struggle with are epic traps. The sample traps in the DMG stop at CR 10. Some are still interesting, even at epic levels (Wail of the Banshee... a roll of one is a roll of one), but the players smirk and grumble when I give the XP reward for it...</p><p> </p><p>SO....</p><p> </p><p>I'm trying to devise a SIMPLE system to calculate epic traps. I've got it pretty much down, but I want you guys to check it out and feedback it so that I can tweek and adjust it:</p><p> </p><p>==========================================================</p><p>Trap Design (Epic, CR20+):</p><p> </p><p>First, set trap CR, then consult following parameters. Note that epic poison traps are somewhat pointless because most epic characters aren’t bothered with poisons anymore (<em>heroe's feast </em>and somesuch).</p><p> </p><p>Attack: attack bonus=CR+10, Damage CR+20/d6</p><p>Touch Attack: attack bonus=CR, Damage CR+15d6</p><p>Inescapable damage group: CR+5/d6</p><p>Inescapable damage single target: CR+10/d6</p><p>Savable Damage group *: CRx2/d6, ST DC CR+15, Caster Level: Trap CR+5</p><p>Savable Damage single target *: (CRx2)+10/d6, ST DC CR+15, Caster Level: Trap CR+5</p><p>Lethal Spell effect: ST DC CR+15, Caster Level: Trap CR+5</p><p>Non-Lethal Spell effect: ST DC CR+20, Caster Level: Trap CR+5</p><p> </p><p>Magical Trap Search/Disable DC: CR+25</p><p>Non-Magical Trap Search/Disable DC: CR+15</p><p> </p><p>* includes damage spells such as <em>fireball </em>and <em>horrid wilthing</em>.</p><p>==========================================================</p><p> </p><p>I hope this doesn't sound too stupid. Keep in mind that I'm designing a QUICK and SIMPLE system, something that can be calculated on the spot when preparing an adventure.</p><p> </p><p>Thanks for any and all feedback !</p></blockquote><p></p>
[QUOTE="Trainz, post: 1572879, member: 2122"] I am really getting the hang of epic DM'ing, but the one thing I still struggle with are epic traps. The sample traps in the DMG stop at CR 10. Some are still interesting, even at epic levels (Wail of the Banshee... a roll of one is a roll of one), but the players smirk and grumble when I give the XP reward for it... SO.... I'm trying to devise a SIMPLE system to calculate epic traps. I've got it pretty much down, but I want you guys to check it out and feedback it so that I can tweek and adjust it: ========================================================== Trap Design (Epic, CR20+): First, set trap CR, then consult following parameters. Note that epic poison traps are somewhat pointless because most epic characters aren’t bothered with poisons anymore ([i]heroe's feast [/i]and somesuch). Attack: attack bonus=CR+10, Damage CR+20/d6 Touch Attack: attack bonus=CR, Damage CR+15d6 Inescapable damage group: CR+5/d6 Inescapable damage single target: CR+10/d6 Savable Damage group *: CRx2/d6, ST DC CR+15, Caster Level: Trap CR+5 Savable Damage single target *: (CRx2)+10/d6, ST DC CR+15, Caster Level: Trap CR+5 Lethal Spell effect: ST DC CR+15, Caster Level: Trap CR+5 Non-Lethal Spell effect: ST DC CR+20, Caster Level: Trap CR+5 Magical Trap Search/Disable DC: CR+25 Non-Magical Trap Search/Disable DC: CR+15 * includes damage spells such as [i]fireball [/i]and [i]horrid wilthing[/i]. ========================================================== I hope this doesn't sound too stupid. Keep in mind that I'm designing a QUICK and SIMPLE system, something that can be calculated on the spot when preparing an adventure. Thanks for any and all feedback ! [/QUOTE]
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Epic Traps Creation: a proposal
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