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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Help converting a fire trap from 3E to 4E.
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<blockquote data-quote="Primitive Screwhead" data-source="post: 5171625" data-attributes="member: 20805"><p>.. posting later now that EnWorld is back online..</p><p></p><p>Some traps act almost exactly like monsters.. the suggestion below does pretty much just that. Other traps are one-shot tools..</p><p> One of the paradigms with traps is that, generally speaking, the PCs should know there is a trap.. the fun question is what to do about it. Try avoiding the older paradigm of a 'hit point tax' kind of trap that doesn't enhance the encounter.</p><p></p><p></p><p>What level? Assuming 2nd I would de-level a sample Blaster from the DMG</p><p></p><p>So something like:</p><p></p><p>Alchemical Flame Thowers Level 2 Blaster</p><p>Trap XP 125</p><p>Two jets of Alchemal Fire spray at passing creatures when they enter the burst 3 in from of either jet.</p><p></p><p>Trap: When the trap is triggered, two hidden nozzles in the</p><p>walls attack each round on their initiative.</p><p>Perception</p><p>✦ DC 16: The character notices the nozzles.</p><p>✦ DC 20: The character notices the control panel on the far</p><p>side of the room.</p><p>Initiative +2</p><p>Trigger</p><p>When a character enters the traps area of one of the flame</p><p>jets, it makes its first attack as an immediate reaction. It</p><p>then rolls initiative, it can make one attack as an immediate reaction against the closest creature in the traps area each round.</p><p></p><p>Attack</p><p>Immediate Reaction</p><p>Targets: Triggering creature in blast</p><p>Attack: +11 vs. Reflex</p><p>Hit: 1D10+3 fire damage and ongoing 5 fire damage (save</p><p>ends).</p><p>Countermeasures</p><p>✦ An adjacent character can disable one flame jet with a DC</p><p>20 Thievery check.</p><p>✦ A character can engage in a skill challenge to deactivate</p><p>the control panel. DC 24 Thievery. Complexity 1 (4</p><p>successes before 2 failures). Success disables the trap.</p><p>Failure causes the control panel to explode (close blast</p><p>3, 1D10+3 damage to all creatures in blast) and the trap</p><p>remains active.</p><p>Upgrade to Elite (300 XP)</p><p>✦ Increase the Perception and Thievery checks by 2.</p><p>✦ Increase the number of nozzles to 4</p><p></p><p></p><p> But, traps should be designed as part of an encounter. This one is a good plug-n-play, giving the PC's a tactical choice in pushing enemies into the traps area.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 5171625, member: 20805"] .. posting later now that EnWorld is back online.. Some traps act almost exactly like monsters.. the suggestion below does pretty much just that. Other traps are one-shot tools.. One of the paradigms with traps is that, generally speaking, the PCs should know there is a trap.. the fun question is what to do about it. Try avoiding the older paradigm of a 'hit point tax' kind of trap that doesn't enhance the encounter. What level? Assuming 2nd I would de-level a sample Blaster from the DMG So something like: Alchemical Flame Thowers Level 2 Blaster Trap XP 125 Two jets of Alchemal Fire spray at passing creatures when they enter the burst 3 in from of either jet. Trap: When the trap is triggered, two hidden nozzles in the walls attack each round on their initiative. Perception ✦ DC 16: The character notices the nozzles. ✦ DC 20: The character notices the control panel on the far side of the room. Initiative +2 Trigger When a character enters the traps area of one of the flame jets, it makes its first attack as an immediate reaction. It then rolls initiative, it can make one attack as an immediate reaction against the closest creature in the traps area each round. Attack Immediate Reaction Targets: Triggering creature in blast Attack: +11 vs. Reflex Hit: 1D10+3 fire damage and ongoing 5 fire damage (save ends). Countermeasures ✦ An adjacent character can disable one flame jet with a DC 20 Thievery check. ✦ A character can engage in a skill challenge to deactivate the control panel. DC 24 Thievery. Complexity 1 (4 successes before 2 failures). Success disables the trap. Failure causes the control panel to explode (close blast 3, 1D10+3 damage to all creatures in blast) and the trap remains active. Upgrade to Elite (300 XP) ✦ Increase the Perception and Thievery checks by 2. ✦ Increase the number of nozzles to 4 But, traps should be designed as part of an encounter. This one is a good plug-n-play, giving the PC's a tactical choice in pushing enemies into the traps area. [/QUOTE]
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Help converting a fire trap from 3E to 4E.
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