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Speculating about traps
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<blockquote data-quote="Surgoshan" data-source="post: 4104698" data-attributes="member: 61205"><p>In a thread that has utterly vanished, someone sort of made up a scenario demonstrating how a trap could be handled by the successes/failures mechanic. It was a moving wall trap (strength check to stop for a round-ish), and the lever to stop it was behind a grating coated in contact poison (dexterity check to not touch it? Or just constitution?). The grating could be lifted by means of a chain (hard strength check) which went to a system of pulleys hanging from the ceiling (athletics check to get to that end).</p><p></p><p><a href="http://www.wizards.com/default.asp?x=dnd/drdd/20070921" target="_blank">A designer</a> states that a trap or "environmental hazard" would be equivalent to a mob and could replace one in a fight, and you could increase the number of hazards, decreasing the number of mobs. To that end, you could make a death trap of a room with a number of traps, completely eliminating monsters.</p><p></p><p>So four PCs wander into a room, the door slams shut, the ceiling starts to fall, a poisonous gas starts filling it from the bottom up, darts start randomly firing from the walls, and a bunch of large snakes come in through grating at the bottom. I'm guessing a defender will have to occupy the snakes while a leader starts helping the defender while buffing all, and the other two start pulling non-combat actions to try and, say, break the grating or stop the ceiling, plug the poison-spewers, and dodge the darts... or you could just try and break down the door you just came in.</p><p></p><p>Or you could have a fight take place on a burning bridge. As the bridge burns, the combat area shrinks, and there's the added hazard of falling as a spot turns from bridge to not bridge. Once the players figure out they've got a limited amount of time, their options <em>expand</em>. Now they can attack the bridge itself, to cut off/kill bad guys. The fighter's Tide of Iron could really come in handy there. I wonder how an Eladrin fey-step would work; is the bridge also burning in the feywild? Does it even <em>exist</em> there? The players could continue it as a combat mechanic, switch over to the success/failure system, or try both at once.</p><p></p><p>Imagine fighting lizardmen in a room filling with water, knowing that they're aquatic and you're wearing 30 pounds of metal.</p><p></p><p>I see a lot of options here.</p></blockquote><p></p>
[QUOTE="Surgoshan, post: 4104698, member: 61205"] In a thread that has utterly vanished, someone sort of made up a scenario demonstrating how a trap could be handled by the successes/failures mechanic. It was a moving wall trap (strength check to stop for a round-ish), and the lever to stop it was behind a grating coated in contact poison (dexterity check to not touch it? Or just constitution?). The grating could be lifted by means of a chain (hard strength check) which went to a system of pulleys hanging from the ceiling (athletics check to get to that end). [url=http://www.wizards.com/default.asp?x=dnd/drdd/20070921]A designer[/url] states that a trap or "environmental hazard" would be equivalent to a mob and could replace one in a fight, and you could increase the number of hazards, decreasing the number of mobs. To that end, you could make a death trap of a room with a number of traps, completely eliminating monsters. So four PCs wander into a room, the door slams shut, the ceiling starts to fall, a poisonous gas starts filling it from the bottom up, darts start randomly firing from the walls, and a bunch of large snakes come in through grating at the bottom. I'm guessing a defender will have to occupy the snakes while a leader starts helping the defender while buffing all, and the other two start pulling non-combat actions to try and, say, break the grating or stop the ceiling, plug the poison-spewers, and dodge the darts... or you could just try and break down the door you just came in. Or you could have a fight take place on a burning bridge. As the bridge burns, the combat area shrinks, and there's the added hazard of falling as a spot turns from bridge to not bridge. Once the players figure out they've got a limited amount of time, their options [i]expand[/i]. Now they can attack the bridge itself, to cut off/kill bad guys. The fighter's Tide of Iron could really come in handy there. I wonder how an Eladrin fey-step would work; is the bridge also burning in the feywild? Does it even [i]exist[/i] there? The players could continue it as a combat mechanic, switch over to the success/failure system, or try both at once. Imagine fighting lizardmen in a room filling with water, knowing that they're aquatic and you're wearing 30 pounds of metal. I see a lot of options here. [/QUOTE]
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