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<blockquote data-quote="pming" data-source="post: 6468666" data-attributes="member: 45197"><p>Hiya.</p><p></p><p> Ok, I see your point. I still feel that even that when you say "<em>I need it to do the job of "tell me about how much the math expects the party to handle, and I'll take it from there."</em>. Mostly because the "math" will be almost nothing but variables that will change on a party to party, PC to PC, situation to situation base. I mean, someone who has a high DEX and some Feat/Skill that gives Advantage to finding traps is going to have a significantly easier time finding some trap than someone with a mediocre (or even low) DEX, no training in it, and no tools (re: Disadvantage with a penalty, probably). What you want isn't going to be able to be based on any reliable "numbers". That's why I suggested something like the Palladium method. Have a trap be "Killing", "Reduction", or "Delay"; give some number you are comfortable with (say, 100, 50, 10, appropriately). Then maybe come up with some multiplier for how effective it <em>actually was</em> (say, Very (x3), Somewhat (x2), Mediocer (x1), and Not Very (x0.5)). Now, after the situation is resolved in-game, pick an "effectiveness" based on what actually occured during the game. In other words, if the PC's almost died in a near TPK or were otherwise completely succumed to the traps purpose, make it "Very (x3)". If it was a Killing trap (nasty damage, like acid filled 30' pit or something)...that would be 300xp. If it was something like a huge bookcase falling over blocking their progress for an hour, that would be a Delay trap that was very effective (x3; or, 30xp). But, if they were immune to acid, or could instantly clear the book's, then the effectiveness becomes Not Very, and the XP value now worth either 50xp for the acid pit, or 5xp for the books.</p><p></p><p> Anyway, somthing along those lines. Something variable based on actual effectiveness...not just a simple "CR X trap is worth ##xp". That's what I would do anyway. <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=":)" /></p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 6468666, member: 45197"] Hiya. Ok, I see your point. I still feel that even that when you say "[I]I need it to do the job of "tell me about how much the math expects the party to handle, and I'll take it from there."[/I]. Mostly because the "math" will be almost nothing but variables that will change on a party to party, PC to PC, situation to situation base. I mean, someone who has a high DEX and some Feat/Skill that gives Advantage to finding traps is going to have a significantly easier time finding some trap than someone with a mediocre (or even low) DEX, no training in it, and no tools (re: Disadvantage with a penalty, probably). What you want isn't going to be able to be based on any reliable "numbers". That's why I suggested something like the Palladium method. Have a trap be "Killing", "Reduction", or "Delay"; give some number you are comfortable with (say, 100, 50, 10, appropriately). Then maybe come up with some multiplier for how effective it [I]actually was[/I] (say, Very (x3), Somewhat (x2), Mediocer (x1), and Not Very (x0.5)). Now, after the situation is resolved in-game, pick an "effectiveness" based on what actually occured during the game. In other words, if the PC's almost died in a near TPK or were otherwise completely succumed to the traps purpose, make it "Very (x3)". If it was a Killing trap (nasty damage, like acid filled 30' pit or something)...that would be 300xp. If it was something like a huge bookcase falling over blocking their progress for an hour, that would be a Delay trap that was very effective (x3; or, 30xp). But, if they were immune to acid, or could instantly clear the book's, then the effectiveness becomes Not Very, and the XP value now worth either 50xp for the acid pit, or 5xp for the books. Anyway, somthing along those lines. Something variable based on actual effectiveness...not just a simple "CR X trap is worth ##xp". That's what I would do anyway. :) ^_^ Paul L. Ming [/QUOTE]
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