tomBitonti
Hero
Question ... did the party have resources to rescue the rogue?
A 50 drop would be 5d6, minus some for falling into water. Jump or tumble could reduce the damage further, so lets say 3d6. 13-18 points per round is 4d6 (a little less) or 5d6 (a little high).
If the party reacts quick and throws down a rope, the rogue can be expected to take at least one and maybe two or three rounds of damage. That puts the expected damage on an initial failure at 7d6 to 15d6. 15d6 is about 52 points of damage, probably too much for the rogue, and almost definitely too much for any weaker class, like a mage or sorcerer. Even if one of the party members has fly, that's still one or two rounds in the pit, since its one round to fly down and grab (two move actions), and that's if fly is active. Add a round or two if Fly is not ready, or on a scroll, and maybe another round if the player with Fly is somehow distracted.
If the party has any current damage (not entirely unlikely), then the trap becomes quite lethal.
Filling a wide pit with strong acid (4d6 or 5d6 per round) seems too high. Since the pit is large, I'd make the acid weak, so 1d6 or 2d4 per round seems about right.
Thx!
TomB
A 50 drop would be 5d6, minus some for falling into water. Jump or tumble could reduce the damage further, so lets say 3d6. 13-18 points per round is 4d6 (a little less) or 5d6 (a little high).
If the party reacts quick and throws down a rope, the rogue can be expected to take at least one and maybe two or three rounds of damage. That puts the expected damage on an initial failure at 7d6 to 15d6. 15d6 is about 52 points of damage, probably too much for the rogue, and almost definitely too much for any weaker class, like a mage or sorcerer. Even if one of the party members has fly, that's still one or two rounds in the pit, since its one round to fly down and grab (two move actions), and that's if fly is active. Add a round or two if Fly is not ready, or on a scroll, and maybe another round if the player with Fly is somehow distracted.
If the party has any current damage (not entirely unlikely), then the trap becomes quite lethal.
Filling a wide pit with strong acid (4d6 or 5d6 per round) seems too high. Since the pit is large, I'd make the acid weak, so 1d6 or 2d4 per round seems about right.
Thx!
TomB