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<blockquote data-quote="Jack Simth" data-source="post: 5737139" data-attributes="member: 29252"><p>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. </p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>Actually, the <a href="http://www.d20srd.org/srd/traps.htm#magicDeviceTrapCost" target="_blank">trap cost rules</a> 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. </p><p></p><p>In short, it's actually quite easy to do this with magic traps... but the same logic that says "make a pair such that one goes off if the other is disabled, in addition to the normal trigger methods" says "why not more?" - especially given that the existing example traps already list a number of traps that are just two lower-CR traps combined (<a href="http://www.d20srd.org/srd/traps.htm#cr10ForcecageandSummonMonsterVIItrap" target="_blank">two</a> <a href="http://www.d20srd.org/srd/traps.htm#cr8AcidArrowTrap" target="_blank">examples</a>).</p></blockquote><p></p>
[QUOTE="Jack Simth, post: 5737139, member: 29252"] 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. Actually, the [url=http://www.d20srd.org/srd/traps.htm#magicDeviceTrapCost]trap cost rules[/url] 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. In short, it's actually quite easy to do this with magic traps... but the same logic that says "make a pair such that one goes off if the other is disabled, in addition to the normal trigger methods" says "why not more?" - especially given that the existing example traps already list a number of traps that are just two lower-CR traps combined ([url=http://www.d20srd.org/srd/traps.htm#cr10ForcecageandSummonMonsterVIItrap]two[/url] [url=http://www.d20srd.org/srd/traps.htm#cr8AcidArrowTrap]examples[/url]). [/QUOTE]
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