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"Page 42" for Pathfinder
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<blockquote data-quote="The_Gneech" data-source="post: 5119584" data-attributes="member: 6779"><p>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.</p><p></p><p>I can certainly write up stuff about how to use it ... right now I'm just trying to nail down the math.</p><p></p><p>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.</p><p></p><p>10th Level Rogue: "I want to pick the lock of Sauron's water-closet."</p><p>You: "Oookay ... that's probably 'Moderate' ... so the DC is 25."</p><p></p><p>...later...</p><p></p><p>You: "The dracolich's tomb has <em>got</em> 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)."</p><p></p><p>And hmm ... I just realized the saving throw DCs are missing. Oops! I'll have to add them back in.</p><p></p><p>Thanks for the kind words. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p><strong>EDIT:</strong> 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.</p><p></p><p>-The Gneech <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite6" alt=":cool:" title="Cool :cool:" loading="lazy" data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="The_Gneech, post: 5119584, member: 6779"] 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 [I]got[/I] 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. :) [B]EDIT:[/B] 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 :cool: [/QUOTE]
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