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General Tabletop Discussion
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help with CR of a trap and was it fair?
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<blockquote data-quote="Grogg of the North" data-source="post: 6077457" data-attributes="member: 6682960"><p>Ah the joys of deciphering the trap section of the DMG. I'll try my best to help out here too.</p><p></p><p>Well, an 60ft pit trap is a CR3 (DMG 71). A wide mouth version of a pit trap tends to increase the CR but the CR increase isn't consistent. A 20ft spiked pit only increases by +2 but a 100 ft non-spiked trap increases by +4 (DMG 72-73). Lets err on the side of caution and say +2.</p><p></p><p>From reading the DMG, it sounds like the CR adjustment for a liquid is not really appropriate for this trap. It sounds like it's more for drowning or suffocation such as if the room is filling with water or you fall into an underground river and are swept away. (DMG 70)</p><p></p><p>From what you've said, the acid damage is a bit more than your standard DMG acid effects. It's doing more damage than regular but you're not making fort saves vs. con damage either (DMG 302). However, since the acid is entirely dependent on the pit trap, we probably shouldn't add it to the CR of the pit trap (DMG 75). If I were to add it to the CR, I guess I would say +2 but that's more of a WAG. </p><p></p><p>It looks like if we add the CR up it should be around a 7. CR 3 base + 2 for wide opening + 2 for acid (debatable). I make no assertions that my understanding of the rules are sage-like. So it is likely I may have missed something or gotten something wrong.</p><p></p><p>Out of curiosity, how did your GM react when the rogue died? Glee? Shocked? Panic and back pedaling as they realized the trap was too deadly?</p></blockquote><p></p>
[QUOTE="Grogg of the North, post: 6077457, member: 6682960"] Ah the joys of deciphering the trap section of the DMG. I'll try my best to help out here too. Well, an 60ft pit trap is a CR3 (DMG 71). A wide mouth version of a pit trap tends to increase the CR but the CR increase isn't consistent. A 20ft spiked pit only increases by +2 but a 100 ft non-spiked trap increases by +4 (DMG 72-73). Lets err on the side of caution and say +2. From reading the DMG, it sounds like the CR adjustment for a liquid is not really appropriate for this trap. It sounds like it's more for drowning or suffocation such as if the room is filling with water or you fall into an underground river and are swept away. (DMG 70) From what you've said, the acid damage is a bit more than your standard DMG acid effects. It's doing more damage than regular but you're not making fort saves vs. con damage either (DMG 302). However, since the acid is entirely dependent on the pit trap, we probably shouldn't add it to the CR of the pit trap (DMG 75). If I were to add it to the CR, I guess I would say +2 but that's more of a WAG. It looks like if we add the CR up it should be around a 7. CR 3 base + 2 for wide opening + 2 for acid (debatable). I make no assertions that my understanding of the rules are sage-like. So it is likely I may have missed something or gotten something wrong. Out of curiosity, how did your GM react when the rogue died? Glee? Shocked? Panic and back pedaling as they realized the trap was too deadly? [/QUOTE]
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