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<blockquote data-quote="Trainz" data-source="post: 1914826" data-attributes="member: 2122"><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Yeah, I wanted my players to be able to cast spells of truly epic proportions, but without complicated mechanics.</p><p></p><p>The trap info I gave might be sketchy, so allow me to give a few examples:</p><p></p><p></p><p></p><p>SO...</p><p></p><p>Let's say your PC's are level 22, and you want to make a very tough trap, so maybe 3 succeeding CR 22 traps:</p><p></p><p>Crushing Walls trap. As the PC's walk in the corridor, both walls suddenly snap together, crushing the whole party, with no chance of avoiding it. It's mechanical:</p><p>Inescapable damage group: CR+5/d6, or 22+5/d6, or 27d6. The search/disable (non-magical) is DC 37.</p><p></p><p>Then the walls recede and a lightning bolt surges through the corridor, once again affecting the whole party. This time it's magical:</p><p>Savable Damage group: CRx2/d6, ST DC CR+15, Caster Level: Trap CR+5</p><p>So that's 44d6, Reflex save DC 37 for half, caster level 27. The search/disable (magical) is DC 47. This might seem high, but a maxed out rogue will have a roughly 50/50 chance of doing it at that level.</p><p></p><p>Right after the lightning, a yellow mist erupts from tiny concealed holes at the base of the walls, enveloping the whole party, possibly inflicting on them 2d8 Con damage:</p><p>Non-Lethal Spell effect: ST DC CR+20, Caster Level: Trap CR+5</p><p>Or Fort save DC 42 or suffer 2d8 Con permanent drain, caster level 27. The search/disable (magical) is DC 47.</p><p></p><p>As the mist dissipates, the party point man says "Oh for the love of god..." as he notices a Lavawight charging at him...</p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>The DM should pull all stops in an epic game. The PC's have more than enough ressources to face anything. Note that in the above example, the worst case scenario is that the party has to face an epic monster (Lavawight) after (if any given PC misses ALL his saves) taking 250 HP damage and losing about 10 points of Constitution (more or less another 100 HP damage). Note that the Lavawight's attacks also targets a character's constitution (drastically so, I might add), so this particular encounter is extremely nasty.</p><p></p><p>Another thing...succeeding traps has the added advantage to catch the players off guard. If the rogue spots and disarms the first trap, if the player doesn't specifically mention that he keeps looking, they will fall heedlessly into the second and third trap.</p></blockquote><p></p>
[QUOTE="Trainz, post: 1914826, member: 2122"] :D Yeah, I wanted my players to be able to cast spells of truly epic proportions, but without complicated mechanics. The trap info I gave might be sketchy, so allow me to give a few examples: SO... Let's say your PC's are level 22, and you want to make a very tough trap, so maybe 3 succeeding CR 22 traps: Crushing Walls trap. As the PC's walk in the corridor, both walls suddenly snap together, crushing the whole party, with no chance of avoiding it. It's mechanical: Inescapable damage group: CR+5/d6, or 22+5/d6, or 27d6. The search/disable (non-magical) is DC 37. Then the walls recede and a lightning bolt surges through the corridor, once again affecting the whole party. This time it's magical: Savable Damage group: CRx2/d6, ST DC CR+15, Caster Level: Trap CR+5 So that's 44d6, Reflex save DC 37 for half, caster level 27. The search/disable (magical) is DC 47. This might seem high, but a maxed out rogue will have a roughly 50/50 chance of doing it at that level. Right after the lightning, a yellow mist erupts from tiny concealed holes at the base of the walls, enveloping the whole party, possibly inflicting on them 2d8 Con damage: Non-Lethal Spell effect: ST DC CR+20, Caster Level: Trap CR+5 Or Fort save DC 42 or suffer 2d8 Con permanent drain, caster level 27. The search/disable (magical) is DC 47. As the mist dissipates, the party point man says "Oh for the love of god..." as he notices a Lavawight charging at him... :D The DM should pull all stops in an epic game. The PC's have more than enough ressources to face anything. Note that in the above example, the worst case scenario is that the party has to face an epic monster (Lavawight) after (if any given PC misses ALL his saves) taking 250 HP damage and losing about 10 points of Constitution (more or less another 100 HP damage). Note that the Lavawight's attacks also targets a character's constitution (drastically so, I might add), so this particular encounter is extremely nasty. Another thing...succeeding traps has the added advantage to catch the players off guard. If the rogue spots and disarms the first trap, if the player doesn't specifically mention that he keeps looking, they will fall heedlessly into the second and third trap. [/QUOTE]
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