Well, keep in mind that it's predicated on the idea that you've seen the actual "Page 42" ... it's essentially retrofitting the mechanics from 4E/Galaxy at War into the 3.x/Pathfinder ruleset.
I can certainly write up stuff about how to use it ... right now I'm just trying to nail down the math.
Short answer, tho: suppose you've got a party who've wandered off the map and you need to come up with stuff on the fly.
10th Level Rogue: "I want to pick the lock of Sauron's water-closet."
You: "Oookay ... that's probably 'Moderate' ... so the DC is 25."
...later...
You: "The dracolich's tomb has
got to be trapped somehow. I know! It's got a falling block trap. This moves real slow, so it'll have a low attack roll, but really hurts if you get squished by it! For a 10th level party, that gives an attack bonus of +13 and does 13d6 of damage. ... Oh, and it'll be fairly easy to spot (DC 15), but hard to disable (DC 29)."
And hmm ... I just realized the saving throw DCs are missing. Oops! I'll have to add them back in.
Thanks for the kind words.
EDIT: Oh, you can also use this for things like terrain hazards. For passive hazards (e.g., a pit of acid that just sits there unless somebody gets bull-rushed into it) you should probably pick a "low damage" value at around 1/2 the average party level. For more active hazards, like a raging fire that is spreading around the encounter, you just add it to the XP budget like you would a creature of the same CR.
-The Gneech
