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Problems with making Traps
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<blockquote data-quote="Three_Haligonians" data-source="post: 3327010" data-attributes="member: 19546"><p>Hey,</p><p></p><p>This isn't about character's making traps with the Craft skill. This is about designing them as the DM.</p><p></p><p>I was working out a few for an upcoming session when I started to think about what I was reading about triggers.</p><p></p><p>There are seven different types of triggers. It doesn't matter which one a DM chooses because it doesn't affect the CR. This is odd, because the triggers are very different. Let us say there is a door at the end of the hallway that is rigged with some kind of spell trap - <em>scorching ray</em> for example. If we say it is a touch trigger, then whoever touches the door gets targeted. If it is a visual trigger equipped with <em>true seeing</em>, then whoever stands <strong>in front of</strong> the door gets targeted, assumedly without getting a chance to search the door first. In fact, since the door has a sight range of 120ft with <em>true seeing</em> the poor target could be at the other end of the hallway. Heck, it could be dark and for whatever reason, the target might not even be able to <strong>see</strong> the door.</p><p></p><p>Technically, both types of traps have a CR based soley off the damage output of the <em>scorching ray</em>, regardless of the trigger used. Am I missing something? Doesn't the <em>true seeing</em> version seem a bit.. harder?</p><p></p><p>Then there is automatic reset. The DMG only says that these types of traps reset themselves, "either immediately or after a timed interval." Given the example above, that makes a big difference. The trap becomes a lot harder if it goes off every round rather than say, 1d4 rounds, or 1d4 minutes or whatever.</p><p></p><p>Am I thinking too hard? Is this something that the ad hoc XP system can handle, or do the rules on Trap CR calculation leave a little to be desired?</p><p></p><p></p><p>J from Three Haligonians</p></blockquote><p></p>
[QUOTE="Three_Haligonians, post: 3327010, member: 19546"] Hey, This isn't about character's making traps with the Craft skill. This is about designing them as the DM. I was working out a few for an upcoming session when I started to think about what I was reading about triggers. There are seven different types of triggers. It doesn't matter which one a DM chooses because it doesn't affect the CR. This is odd, because the triggers are very different. Let us say there is a door at the end of the hallway that is rigged with some kind of spell trap - [i]scorching ray[/i] for example. If we say it is a touch trigger, then whoever touches the door gets targeted. If it is a visual trigger equipped with [i]true seeing[/i], then whoever stands [b]in front of[/b] the door gets targeted, assumedly without getting a chance to search the door first. In fact, since the door has a sight range of 120ft with [i]true seeing[/i] the poor target could be at the other end of the hallway. Heck, it could be dark and for whatever reason, the target might not even be able to [b]see[/b] the door. Technically, both types of traps have a CR based soley off the damage output of the [i]scorching ray[/i], regardless of the trigger used. Am I missing something? Doesn't the [i]true seeing[/i] version seem a bit.. harder? Then there is automatic reset. The DMG only says that these types of traps reset themselves, "either immediately or after a timed interval." Given the example above, that makes a big difference. The trap becomes a lot harder if it goes off every round rather than say, 1d4 rounds, or 1d4 minutes or whatever. Am I thinking too hard? Is this something that the ad hoc XP system can handle, or do the rules on Trap CR calculation leave a little to be desired? J from Three Haligonians [/QUOTE]
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