Figuring Out Initiative For Custom Traps

Perhaps I may have missed it, but after reading through the sections in DMG and DMG2, I didn't really see how to determine initiative mods for traps. I mean, I'm sure you take half the level, and then add a modifier depending on the type of trap; lurker, blaster, etc, but the custom traps sections lists no such mods (only bonus mods for elite and solo traps). The only one I can deduce a mod for is, lurker. Even if such mods were listed, it would seem that traps would still be inferior in initiative, given that creatures also get dex mods. Or are traps just slower, end of story? Or are the mods, simply, DM fiat?
 

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IIRC DMG2 has the rules for this in the 'designing traps' section- it's something like a flat +2 or +6, regardless of level, based on role. However, IDHMBIFOM to check, and a lot of traps seem to ignore this 'rule'.
 

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