Kerrick
First Post
I've been working on traps the last few days, and i've got a few questions.
First off, how did they arrive at their numbers for the poison CRs? As far as I can tell, they used +1/7 points of damage, and an additional modifier according to the save DC (11-14 +1, 15-19 +2, 20-24 +3, and 25+ is +4). This only works for half the poisons, though, but the other half are within 1 either way (with a couple exceptions - black lotus and burnt othur both have a difference of 2). There doesn't appear to be a modifier for delivery method. If this is the formula they used, though, why on earth are half of them off like this?
Second: do you think there should be a modifier for trigger method for traps? I'll refer to the table below for comments:
Location: +0
Proximity: +2
sound: +3
visual: +3
Touch: -1 (attached -2)
timed: -2
Spell: +0
And third do you agree that stuff like pit spikes and razor wire should NOT make an attack roll? I mean, really - they're stationary - how can something that doesn't move make an attack roll? In the case of pit spikes, I MIGHT consider a second Ref save to avoid them, but I think the damage should be automatic, since it's a part of the pit; in the case of razor wire, a Ref check should apply.
Comments, thoughts?
First off, how did they arrive at their numbers for the poison CRs? As far as I can tell, they used +1/7 points of damage, and an additional modifier according to the save DC (11-14 +1, 15-19 +2, 20-24 +3, and 25+ is +4). This only works for half the poisons, though, but the other half are within 1 either way (with a couple exceptions - black lotus and burnt othur both have a difference of 2). There doesn't appear to be a modifier for delivery method. If this is the formula they used, though, why on earth are half of them off like this?
Second: do you think there should be a modifier for trigger method for traps? I'll refer to the table below for comments:
Location: +0
Proximity: +2
sound: +3
visual: +3
Touch: -1 (attached -2)
timed: -2
Spell: +0
And third do you agree that stuff like pit spikes and razor wire should NOT make an attack roll? I mean, really - they're stationary - how can something that doesn't move make an attack roll? In the case of pit spikes, I MIGHT consider a second Ref save to avoid them, but I think the damage should be automatic, since it's a part of the pit; in the case of razor wire, a Ref check should apply.
Comments, thoughts?