Hazard Creation?

the Jester

Legend
Hey,

Have I missed them? Are there rules for trap/hazard creation in the 4e rules somewhere?

I'd like to stat up some dangerous plants as hazards (e.g. tri-flower frond), and I'm sure there is math built in to the system, but I haven't seen it spelled out on this topic. If all else fails, I'll just follow the examples given as best I can, but...
 

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the Jester said:
Hey,

Have I missed them? Are there rules for trap/hazard creation in the 4e rules somewhere?

I'd like to stat up some dangerous plants as hazards (e.g. tri-flower frond), and I'm sure there is math built in to the system, but I haven't seen it spelled out on this topic. If all else fails, I'll just follow the examples given as best I can, but...

Doesn't seem to be specifically outlines, but they seem to follow the rules in the book.

So far for traps it seems:

Base Attack against non AC = Level + 3

Base Attack against AC = Level + 5

Each has a main skill (or more) you use to do something to it... spot it, or bypass it or something which seems to be the moderate skill DC for it's level. Generally it seems if you can avoid the trap with the skill it's the moderate DC.

Some also seem to have easy DCs for things that aren't really bypassing it, but give you bonuses to do so and such...

Not sure how damage is calculated yet.

Not sure how initiative or speed are calculated yet.
 


Yeah. I noticed the lack of hazard creation rules right away. For now, I'm using the tables on pg. 42 and pg. 185 to get an idea of the right sorta number.
 

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