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Community
General Tabletop Discussion
*Pathfinder & Starfinder
High CR traps
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<blockquote data-quote="jgsugden" data-source="post: 1442668" data-attributes="member: 2629"><p>The traps system, in general, is flawed. Instead, I'd advise using the following <strong>house rules</strong> to assign experience for traps.</p><p></p><p>Whenever possible, fold traps into the CR of a neighboring monster that gains a benefit by the use of the trap. As an example, I had a CR 7 (normally) fire creature in a romm with a trap that set off an incediary cloud spell. The creature was aware of the trap and was immune to fire damage, so it liked to use the trap in combat to harm his enemies. This made the fire creature a much tougher enemy, so I bumped up his CR to 9 to account for the presence of the trap.</p><p></p><p>If there are no nearby creatures that can benefit from the trap, ask yourself what will be the effect if the trap goes off? </p><p></p><p>If it will be likely to significantly harm or kill/negate a PC, then a significant reward is appropriate for avoiding or surviving the trap. If the trap would be lethal to the PCs or would otherwise negate their usefulness (turn to stone, send to another plane, etc ...), a CR = to the average party level is fine. If it would only harm the PCs, a CR = to average party level - 2 is fine. Adjust these CRs to reflect the odds that a PC will find the trap if searching and to relfect the chances that the PCs would be effected by the trap in a significant fashion. For instance, a power word kill trap that will kill the PCs (no save) and is very hard for PCs to spot is worth a higher CR than the party level, while a delayed blast fireball spell trap that may kill the party (if it rolls high damage and if the party fails their saving throws) and is fairly easy to spot, although a deadly trap, is worth less than the experience for a CR = to average party level.</p><p></p><p>If the trap is not likely to significantly harm, kill or negate a PC, then it is probably not worth any experience. I call these hassles. They may delay a PC for a bit, but in the end, they really are nothing significant. When they create a danger, however, they should be treated like the traps that harm a PC, not like a hassle. An example of a hassle would be a hold person trap in the middle of an open field. So what if you get held for a few rounds if nothing is going to attack you during that time?</p></blockquote><p></p>
[QUOTE="jgsugden, post: 1442668, member: 2629"] The traps system, in general, is flawed. Instead, I'd advise using the following [b]house rules[/b] to assign experience for traps. Whenever possible, fold traps into the CR of a neighboring monster that gains a benefit by the use of the trap. As an example, I had a CR 7 (normally) fire creature in a romm with a trap that set off an incediary cloud spell. The creature was aware of the trap and was immune to fire damage, so it liked to use the trap in combat to harm his enemies. This made the fire creature a much tougher enemy, so I bumped up his CR to 9 to account for the presence of the trap. If there are no nearby creatures that can benefit from the trap, ask yourself what will be the effect if the trap goes off? If it will be likely to significantly harm or kill/negate a PC, then a significant reward is appropriate for avoiding or surviving the trap. If the trap would be lethal to the PCs or would otherwise negate their usefulness (turn to stone, send to another plane, etc ...), a CR = to the average party level is fine. If it would only harm the PCs, a CR = to average party level - 2 is fine. Adjust these CRs to reflect the odds that a PC will find the trap if searching and to relfect the chances that the PCs would be effected by the trap in a significant fashion. For instance, a power word kill trap that will kill the PCs (no save) and is very hard for PCs to spot is worth a higher CR than the party level, while a delayed blast fireball spell trap that may kill the party (if it rolls high damage and if the party fails their saving throws) and is fairly easy to spot, although a deadly trap, is worth less than the experience for a CR = to average party level. If the trap is not likely to significantly harm, kill or negate a PC, then it is probably not worth any experience. I call these hassles. They may delay a PC for a bit, but in the end, they really are nothing significant. When they create a danger, however, they should be treated like the traps that harm a PC, not like a hassle. An example of a hassle would be a hold person trap in the middle of an open field. So what if you get held for a few rounds if nothing is going to attack you during that time? [/QUOTE]
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