Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
PF2: Second Attempt Post Mortem
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Staffan" data-source="post: 8398692" data-attributes="member: 907"><p>I'm primarily talking about complex traps, which are generally the ones encounters are built around. Looking at the guidelines for what a trap for a level 9 standard encounter should be (level 11 complex trap), we see that it will have a stealth and disable DC of 33 (or possibly 36 – a hazard is supposed to have at least one stat at "extreme", usually either Stealth, Disable, or save DC/attack bonus, but let's ignore that for now). Let us for the moment ignore the skill gating of requiring Master proficiency to deal with a level 11 trap, because proficiency gating is naughty word of the highest order.</p><p></p><p>Your 9th level wizard likely has a Perception of about +11 to +15, depending on Wisdom and magic items. That's not something I'd feel confident about rolling against DC 33. If the party has a barbarian they probably check in at about +14-15 or so (Expert, and stereotypically barbarians don't focus much on Wisdom). A fighter might hit +17 or +18, which means they "only" need a 15 to find the trap <strong>if searching</strong> (and if they're searching for traps in exploration mode, they're not doing things like keeping their shield up). If you don't, someone in the party is going to get hit by the trap's reaction, and then you need to try to disable it while it's actually trying to murder you.</p><p></p><p>Let's take an 11th level specialist in traps: Rogue 11, Dex +5, Master Thievery (so +17), item for +1, Wis +4, Master perception (+17), and let's throw in the Trap Finder feat for good measure. That's +23 to Perception and +23 for Thievery. This is someone who's focused as hard as they can in kicking the ass of every trap they come across. They still need to roll a 10 (55%) to <strong>find</strong> a trap in the first place, and another 10 to disable it. But if this specialist comes across a level 11 complex trap by itself, that's a <strong>trivial</strong> encounter. That's what I mean by traps double-dipping. First their DC is pumped above normal level-based DCs (a normal level 11 DC is 28) because they're designed to challenge specialists, and then the encounter guidelines are set up to often throw over-leveled traps at the party, making them super deadly.</p></blockquote><p></p>
[QUOTE="Staffan, post: 8398692, member: 907"] I'm primarily talking about complex traps, which are generally the ones encounters are built around. Looking at the guidelines for what a trap for a level 9 standard encounter should be (level 11 complex trap), we see that it will have a stealth and disable DC of 33 (or possibly 36 – a hazard is supposed to have at least one stat at "extreme", usually either Stealth, Disable, or save DC/attack bonus, but let's ignore that for now). Let us for the moment ignore the skill gating of requiring Master proficiency to deal with a level 11 trap, because proficiency gating is naughty word of the highest order. Your 9th level wizard likely has a Perception of about +11 to +15, depending on Wisdom and magic items. That's not something I'd feel confident about rolling against DC 33. If the party has a barbarian they probably check in at about +14-15 or so (Expert, and stereotypically barbarians don't focus much on Wisdom). A fighter might hit +17 or +18, which means they "only" need a 15 to find the trap [B]if searching[/B] (and if they're searching for traps in exploration mode, they're not doing things like keeping their shield up). If you don't, someone in the party is going to get hit by the trap's reaction, and then you need to try to disable it while it's actually trying to murder you. Let's take an 11th level specialist in traps: Rogue 11, Dex +5, Master Thievery (so +17), item for +1, Wis +4, Master perception (+17), and let's throw in the Trap Finder feat for good measure. That's +23 to Perception and +23 for Thievery. This is someone who's focused as hard as they can in kicking the ass of every trap they come across. They still need to roll a 10 (55%) to [B]find[/B] a trap in the first place, and another 10 to disable it. But if this specialist comes across a level 11 complex trap by itself, that's a [B]trivial[/B] encounter. That's what I mean by traps double-dipping. First their DC is pumped above normal level-based DCs (a normal level 11 DC is 28) because they're designed to challenge specialists, and then the encounter guidelines are set up to often throw over-leveled traps at the party, making them super deadly. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
PF2: Second Attempt Post Mortem
Top