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Rogues setting Traps
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<blockquote data-quote="LostSoul" data-source="post: 4937732" data-attributes="member: 386"><p>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.</p><p></p><p>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.</p><p></p><p>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.)</p><p></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Two other options:</p><p></p><p>Skill Power keying off Thievery</p><p>"Trapmaking" Feat to gain access to traps that are handled like rituals</p></blockquote><p></p>
[QUOTE="LostSoul, post: 4937732, member: 386"] 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 [/QUOTE]
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