Jack Simth
First Post
Are you familiar with the Book of Challenges? All about traps and dungeons. great stuff in there.
I'm not familiar with it, no; what do you mean by great stuff?
Are you familiar with the Book of Challenges? All about traps and dungeons. great stuff in there.
The Book of Challenges: Dungeon Rooms, Puzzles and Traps.I'm not familiar with it, no; what do you mean by great stuff?
Oh yes, and if you don't permit the Rogue's Search and Disable Device to work, you're basically using DM fiat to hurt the Rogue's usefulness in the party. Sure, you can have a trap that throws a person into another trap... but for most practical purposes, that's one trap with multiple components.
Do you regularly set things up the other way around, such that a spellcaster strictly requires the aid of the rogue to deal with some obstacle? If not, you're running the cool idea by way of shifting spotlight time off the rogue towards the spellcaster.If the setup is such that both traps have to be disabled at the same time, I think it's a cool idea. Two party members (e.g. rogue and spellcaster, if at least one trap is magical) will have to work together to overcome the challenge. This is the sort of thing traps should encourage more often.
Do you regularly set things up the other way around, such that a spellcaster strictly requires the aid of the rogue to deal with some obstacle? If not, you're running the cool idea by way of shifting spotlight time off the rogue towards the spellcaster.
Edit: Besides: If there were such a thing as a trap that a rogue could not effectively disable, they would be everywhere, as they'd be mostly unbeatable... and, if you can combine two in such a way that they both have to be disabled simultaneously, why not six or eight that way? Then you have a trap on your door that effectively cannot be bypassed, which is very good for security.
@Hassassin ; the party actually has a catfolk rogue and a wood elf scout (though the preachy Pally, yes preachy lol, won the roll on the goggles with darkvision and +5 spot >.>), and the idea of both of them working together to by-pass a couple of the traps was already in the works. =)
Talking traps and all, how do you other DM's run Trapfinding? Do you make the rogue (or scout or whatever class that offers it) roll for every 5' sq. or do you treat it more like an Elf's or Dwarf's ability to locate hidden doors (where they get the roll even if they're not actively looking for it?). I find it really slows things down if the rogue is rolling for every 5' of movement, but I don't wanna just give it to him either - I was thinking maybe DC 30 and below offering the 'free' search checks if within 5', and maybe DC 31+ they'd have to actually roll for it; but then you get into that 'well, where would the DC 31+ traps be? so I'm going to roll for every 5' again...'
I'm thinking now though to have the rogue/scout roll their search checks at the beginning of their turn, and then if during the course of movement they move near a trap and their check was high enough for the turn they could find it before setting it off. I think that would help speed things up a bit. Not sure though, opinions?
Generally at first, I have them fall into one because they're not looking. On purpose, I make the first one or few not very damaging. once they're aware, I have the trapfinder actively be looking for each of them. Eventully, when it starts to slow things down, I start tipping the trapfinder off to a few at a time within a room or hallway.Talking traps and all, how do you other DM's run Trapfinding?
And yet, in making it so one trap must be dispelled at the same instant that the rogue disables the other, you're setting it up so that in order for the rogue to do his job, he must have help from a fairly specific member of the party (there's only a relative handful of classes that can fill that role). If you don't specifically do this in the opposite direction as well, every time you do this, you're reducing the value of the rogue to the party, and increasing the value of the caster to the party.I regularly set things up so the party has to cooperate, yes. I don't really keep a count of spotlight moments, however.
Actually, the trap cost rules are quite explicit in them being linear for adding more traps. You have a couple of traps with a detection method of Arcane Sight (+7,500 gp, +600 xp per magical trap you're using this on - unless they're one-shot traps, in which case it's one-tenth that), which all fire on the nearest creature based on the magical auras in the area changing. Disable one trap, all the rest go off (and if they're one-shot traps, one of them going off also sets off the others, as one going off means it's aura changes). Walk a standard adventurer through, and they all go off anyway (a standard adventurer has quite a few magical auras). Oh yes, and eight traps of 3rd level spells at CL 5 (Fireball, say... or maybe Lightning Bolt...) make an encounter level of 10; with the Arcane Sight component, they total cost works out to 120,000 gp and 9,600 xp; the CR 10 Energy Drain example trap costs 124,000 gp and 7,920 xp - fairly comperable.Cost, maybe? Traps are already very costly and such a complex trap would probably be much more so. For magical traps the cost may be exponential with respect to the number of traps, depending on how you add the individual costs.
And yet, in making it so one trap must be dispelled at the same instant that the rogue disables the other, you're setting it up so that in order for the rogue to do his job, he must have help from a fairly specific member of the party (there's only a relative handful of classes that can fill that role). If you don't specifically do this in the opposite direction as well, every time you do this, you're reducing the value of the rogue to the party, and increasing the value of the caster to the party.
And, of course, there's the question of "now what happens when the caster spent that prepared dispel magic on debuffing a magically-inclined opponent before they encounter this situation?" - non-bypassable trap, now, and the party rogue cannot do his job because you specifically set things up so that in order for the rogue to do his job, the party caster had to also add a very specific daily resource.
This type of thing is generally going to be a relatively minor shift in spotlight time... but the casters already tend to get a disproportionate amount of it.