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Good traps to use in tight quarters?
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<blockquote data-quote="Dr_Ruminahui" data-source="post: 5742009" data-attributes="member: 81104"><p>I'm worried that the kobolds, unless you up their levels and/or give them bonuses simply won't be a challenge for the PCs.</p><p></p><p>For example, a level one kobold essentially has a -8 to hit and defences vis-a-vis a 9th level PC. Most PCs will be hitting them on a 2 (and on about a 5 even with superior cover) and they will need close to a natural 20 to hit the defender.</p><p></p><p>Additionally, they will have roughly 1/3 the hit points and do roughly half the damage. Sure, they will be worth 1/4 the XP, so you can cram far more kobolds in, but... given that they won't be able to hit the PCs, I doubt you'll create the dilemas you want, as it will be a no-brainer for the thief to disable the dangerous trap and let the controller mop up the hordes of relatively non-dangerous kobolds.</p><p></p><p>So, I would personally recommend that you level up all the kobolds to at least level 5.</p></blockquote><p></p>
[QUOTE="Dr_Ruminahui, post: 5742009, member: 81104"] I'm worried that the kobolds, unless you up their levels and/or give them bonuses simply won't be a challenge for the PCs. For example, a level one kobold essentially has a -8 to hit and defences vis-a-vis a 9th level PC. Most PCs will be hitting them on a 2 (and on about a 5 even with superior cover) and they will need close to a natural 20 to hit the defender. Additionally, they will have roughly 1/3 the hit points and do roughly half the damage. Sure, they will be worth 1/4 the XP, so you can cram far more kobolds in, but... given that they won't be able to hit the PCs, I doubt you'll create the dilemas you want, as it will be a no-brainer for the thief to disable the dangerous trap and let the controller mop up the hordes of relatively non-dangerous kobolds. So, I would personally recommend that you level up all the kobolds to at least level 5. [/QUOTE]
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Good traps to use in tight quarters?
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