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<blockquote data-quote="Quickleaf" data-source="post: 6271885" data-attributes="member: 20323"><p>[MENTION=305]Storminator[/MENTION]</p><p>I just love this thread <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Had it say it. Ok, about your scenario...</p><p></p><p>It really depends on how you want to use the magically trapped vault. For example, in a heist scenario I heard about, someone began with the PCs already in the vault, having bypassed its initial security measures. In my Dragon Mountain 4e campaign I had a "Kobold Proving Grounds" toward the end of the mountain as a deadly elite obstacle that involved a gauntlet of five traps (4 had attack rolls, 1 was auto-damage)...except each trap had a trick to automatically overcome it if the players remembered encountering that trap earlier in the mountain.</p><p></p><p>The important thing with traps is that they have countermeasures the PCs can implement to disarm them, evade them, take control of them to reset them, use them against other traps/monsters, and so forth. If there are 3-5 traps happening at the same time, that can be tricky to cram all those countermeasures into one solo statblock. So if each trap has a unique countermeasure(s), then I'd say do it as separate traps.</p><p></p><p>Now, if there is a puzzle combination lock some players are working on in the midst of this that disables *all* the traps, or something like that, then I'd say you're looking at a solo.</p><p></p><p>EDIT: One type of trap I love to use that I don't see often in modules is the "choices with consequences / lingering condition trap". The trap does something which messes with the PCs unless they solve the trap...cursing them, swapping their psyches/bodies, making them glow, driving one crazy, etc. These sorts of traps are great when paired with a bit of damage and clearly revealing to the players that the trap will remove the condition it afflicted when solved. Pure evil DM fun watching them zap themselves with the trap again and again. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6271885, member: 20323"] [MENTION=305]Storminator[/MENTION] I just love this thread :) Had it say it. Ok, about your scenario... It really depends on how you want to use the magically trapped vault. For example, in a heist scenario I heard about, someone began with the PCs already in the vault, having bypassed its initial security measures. In my Dragon Mountain 4e campaign I had a "Kobold Proving Grounds" toward the end of the mountain as a deadly elite obstacle that involved a gauntlet of five traps (4 had attack rolls, 1 was auto-damage)...except each trap had a trick to automatically overcome it if the players remembered encountering that trap earlier in the mountain. The important thing with traps is that they have countermeasures the PCs can implement to disarm them, evade them, take control of them to reset them, use them against other traps/monsters, and so forth. If there are 3-5 traps happening at the same time, that can be tricky to cram all those countermeasures into one solo statblock. So if each trap has a unique countermeasure(s), then I'd say do it as separate traps. Now, if there is a puzzle combination lock some players are working on in the midst of this that disables *all* the traps, or something like that, then I'd say you're looking at a solo. EDIT: One type of trap I love to use that I don't see often in modules is the "choices with consequences / lingering condition trap". The trap does something which messes with the PCs unless they solve the trap...cursing them, swapping their psyches/bodies, making them glow, driving one crazy, etc. These sorts of traps are great when paired with a bit of damage and clearly revealing to the players that the trap will remove the condition it afflicted when solved. Pure evil DM fun watching them zap themselves with the trap again and again. ;) [/QUOTE]
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