Rogues setting Traps

Syrsuro

First Post
One of my players plays a rogue and has asked about setting traps for opponents in 4E.

The obvious option is to push her towards items such as the Blastpatch. (I'll also allow her to hide it so that it is harder to detect).

But I've been thinking that the best approach, in keeping with the 4E design philosophy, would probably be a Utility Power.

Has anyone ever done anything like this? Are there powers already existing (for any class) that can be used as a template for the power?

One possibility (which is very much unlike anything else in the system, but is easier for me) is to make it an Encounter Utility Power (grouped with the new Skill Powers) to create a triggering mechanism for a trap, but leave the 'meat' of the trap dependant upon an alchemical core (Alchemist's Fire, Blinding Bomb, etc.). The expense should prevent its abuse while giving her some flexibility. If I take this approach, I would probably make it a fairly low level Utility power.

On a related note, I could - instead of making it a Utility Power - make it a feat. Perhaps Alchemical Trapmaster which allows the character to use Alchemical Items as traps, using their Thievery skill to determine their effectiveness.

Whether it is a feat or a utility power, the requirement of a costly component should be sufficient to prevent her spamming the corridors with traps.

Alternately, one could simply allow the trap to be made (as a Utility power) using the contents of an abstracted 'trapmaking kit', and use the damage guides on page 42 for the trap (normal damage, probably medium or high, perhaps dependant upon skill check). In this case, I'd probably be tempted to make it a daily power - or perhaps make it an encounter power but limit its use in some other way.

So - thoughts?

BTW: The character in question is currently 8th level (I think, unless she leveled to ninth last session....)

Aside: I'm also interested in ideas regarding more mundane/ less explosive traps she might be able to improvise on the spot. But those are also going to be more dependant upon the particulars of wherever she finds herself....

Carl
 
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The PCs in my last game made a trap - a bunch of boulders held by a pin that, when released, would fall and crush whoever was in their path.

I had them make the appropriate skill checks to set up the trap. That was an Endurance check and an Athletics check, because they were gathering stones and that's hard work. Failure on either check meant losing a Healing Surge as they exhausted themselves dragging rocks around all day. DCs were at the level of the trap they wanted to create, up to their level.

The trap was their level (5, so +8 vs. Reflex) and since rocks are heavy and you don't want to be crushed by them I used the High Limited Damage column. Higher level characters would be able to set up the trap more efficiently, thus justifying the higher level trap they'd be able to create. (Capped at level 10, since it's a normal trap and not all fancy magic.)


As far as making it a Power, Feat, Skill check, or Ritual, you have to ask yourself how you want trap making to work in the game.

I went with a skill check because I want the PCs to make traps if the situation allows for it without having to spend any extra resources to do so.

Two other options:

Skill Power keying off Thievery
"Trapmaking" Feat to gain access to traps that are handled like rituals
 

I haven't seen how Martial Rituals work but it strikes me that this is the sort of thing the mechanic would be good for. It allows aid from others, has a set cost and effect and time component. It would work well with Thievery as the skill check and you could have a feat that gives a bonus.
 

If you're going to make a power, I'd suggest NOT making utility powers that deal damage.

Take a look at some of the spellcaster powers for "stuff that you do that lingers in an area for a while" and tweak those into encounter powers.
 

I'm interested in the thievery skill power and the martial ritual angles.

So far I've included making traps as the reward for a successful skill challenge when the PCs have time to prepare. As in "...you succeed the skill challenge and may place up to your level in traps/hazards on the battlefield."
 

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