Multi-Save Traps?

dAlephNull

First Post
So, in the process of designing traps, I had an idea that it would be something that would really catch the players interest if I had a trap they had to save against more than once.

The first thing I thought of was a trap with 3 wall scythes, one after the other. I know that would technically be an atk roll based trap, but for example, say there were 3 adjacent 5 foot pits with touch triggers, and just after the PC avoids one they have no choice but to land on another and try to leap to safety again?

If the DCs/AvgDmg were reasonable, would you handle it like multiple monsters grouped into a single EL?

Basically this seems like something that happens in movies all the time, I think it would be exciting for players, but I've never seen anything like it, which leads me to believe that those in the know have probably thought about it and decided against it.
 

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Hmm...I think calculating XP/CR would depend on a few things: for instance, is it three traps triggered simultaneously (i.e. requiring multiple DD checks to disarm) or one three-part trap?

I had an arrow trap that reloaded itself in a recent game: a bit of a headache for some. ;)
 

Yes, typically traps like the one you seem to be describing are done in game terms as multiple traps that happen to exist within the same area, and trigger together or one right after another. That was the approach taken by the Necromancer folks when they did the 3.X "Wurst of Grimtooth's Traps" book, which updated the old Grimtooth's Traps for the modern game.

Incidentally, if you hadn't previously heard of Grimtooth's Traps, definitely check them out ASAP, as many many many of them are precisely the sort of multi-save, multi-roll thing you say you're looking for.
 

This reminds me of one of the Object Haunts in Rite Publishing's 30 Haunts for Objects - since haunts are a cross between undead and traps, it seems appropriate.

There's a trap with the Mend spell built into it as a haunt created by the rogue who both created and was killed by the trap as he was resetting. Bypass the trap, and hear a distinct sound coming from it, as it resets itself.

And related to mulitple traps in the same area, are associative haunts, one haunt triggering another with 2 or 3 haunts in the same area.

Though not quite the same, I can agree that multiple effect traps are best in combination of several traps that work together.
 

As was mentioned in the "Stealthy players" thread, keep in mind that the probability for successfully navigating a multi-save trap will usually be much lower than a singe-save trap with the same DC. If the entire party must make multiple saves, the probability that everyone will be successful is effectively zero.

So, depending on the save that is targeted, assume that the corresponding PCs that are weak vs. that save will fail and ask yourself what are the consequences. Similar comments would hold for attack roll-based traps -- it is very likely that someone will get hit, and probably critted.

If not careful, you could create a much more deadly/problematic situation than you had intended!
 


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