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General Tabletop Discussion
*Dungeons & Dragons
ToA: What was your group's experience with Camp Righteous?
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<blockquote data-quote="Gwarok" data-source="post: 7347339" data-attributes="member: 12249"><p>Yea I gotta say something about Paladins in the group really make everyone want to just go smashing things apart without thinking much. I think it's the super awesome auras with Save bonsuses, and fear/charm doesn't work on them or those close to them that just makes people figure they all got it covered. And that is usually correct, but not always. Traps need to be more awful to get players attention. If it isn't bad enough to kill one of them outright they can always rest up and move forward. I've got a houserule that traps that deal damage deal a die of it for every HD of the target, within reason. Minor traps deal 1D4, they aren't meant to be lethal, and usually inflict some side effect like a limp. Deadly traps deal 1D12 per HD of the character setting it off, and so on. Helps get PC's out of meta thinking when it comes to traps, and to be wary, which is why we have them. Obviously there are modifiers for size, a spear trap meant for a human is a pinprick for a Huge creature, so size decreases the damage dice one level per. I realize I haven't answered your question because I haven't run that campaign, but trap based ones are like that all around. Gotta make them impactful otherwise the PC's will just hat up, send in the toughest one, and heal them afterwards, which is both meta and game breaking.</p></blockquote><p></p>
[QUOTE="Gwarok, post: 7347339, member: 12249"] Yea I gotta say something about Paladins in the group really make everyone want to just go smashing things apart without thinking much. I think it's the super awesome auras with Save bonsuses, and fear/charm doesn't work on them or those close to them that just makes people figure they all got it covered. And that is usually correct, but not always. Traps need to be more awful to get players attention. If it isn't bad enough to kill one of them outright they can always rest up and move forward. I've got a houserule that traps that deal damage deal a die of it for every HD of the target, within reason. Minor traps deal 1D4, they aren't meant to be lethal, and usually inflict some side effect like a limp. Deadly traps deal 1D12 per HD of the character setting it off, and so on. Helps get PC's out of meta thinking when it comes to traps, and to be wary, which is why we have them. Obviously there are modifiers for size, a spear trap meant for a human is a pinprick for a Huge creature, so size decreases the damage dice one level per. I realize I haven't answered your question because I haven't run that campaign, but trap based ones are like that all around. Gotta make them impactful otherwise the PC's will just hat up, send in the toughest one, and heal them afterwards, which is both meta and game breaking. [/QUOTE]
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ToA: What was your group's experience with Camp Righteous?
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