Traps: How do they WORK?

One could use a few of them for falling rocks while trying to climb a cliff, too..

As for it going 'back and forth' that doesn't seem to be what it suggests (although you could probably make it do that without much trouble)

It has speed 6, so instead of going from "Point A to point B" it goes from "Point A to some point 6 spaces closer to Point B", then next turn "From some point 6 spaces closer to Point B to some point 12 spaces closer to point B"

If you did want it to go back and forth You could probably set up some ramps or something so it keeps rolling.
 

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Lizard said:
Should it worry me that the trap stat block is, so far, more interesting than any monster stat block we've seen?

This looks interesting...
Not necessarily, with monster design you got to be more careful since you have to do more things. Plus there is all the additional templates, etc, etc.

With traps it is just the trap, besides for where you place it, and those such things. You got to get it right and perfect with initial write-up, so better make it as interesting as possible right away.
 

Fallen Seraph said:
Not necessarily, with monster design you got to be more careful since you have to do more things. Plus there is all the additional templates, etc, etc.

With traps it is just the trap, besides for where you place it, and those such things. You got to get it right and perfect with initial write-up, so better make it as interesting as possible right away.

Thing is, there's lot more cool fiddly bits for the trap.I can see having a lot more fun with this than I could with 3x traps, and I designed a metric buttload of them for Traps&Treachery I&II. This is the first thing I've seen for 4e that was actually *deeper* than its 3e equivalent.
 

There was another thread a while back when I first learned about 4e traps and I spent a few hours so excited I couldn't sit down. Thought up a couple of nifty scenarios. I never got that excited about 3.x.
 

I'm going purely based on 2nd hand information here, but a friend told me about encountering this in one of the demo events. Apparently it was a donut shaped room with a elevated center, upon which enemies stood and used ranged attacks. The boulder went around the room threatening to smash anyone who wasn't either on the pedestal or standing outside.
 

Lizard said:
Thing is, there's lot more cool fiddly bits for the trap.I can see having a lot more fun with this than I could with 3x traps, and I designed a metric buttload of them for Traps&Treachery I&II. This is the first thing I've seen for 4e that was actually *deeper* than its 3e equivalent.

I suppose fighters don't count?
 


Lizard said:
Thing is, there's lot more cool fiddly bits for the trap.I can see having a lot more fun with this than I could with 3x traps, and I designed a metric buttload of them for Traps&Treachery I&II. This is the first thing I've seen for 4e that was actually *deeper* than its 3e equivalent.

If you have Dungeonscape, take a look at Encounter Traps in there: much cooler sweeter than standard 3e traps, and a clear test drive of 4e trap philosophy.

Likewise, if you have Dungeonscape, check out the encounter building section in there. Seminal 4e, without a doubt.
 

Torchlyte said:
I suppose fighters don't count?

Not from what I've seen. Judging from the preview builds and the other classes, you'll have less choices as 4e fighter than a 3e one. From what I've heard, you won't be able to go TWF, unarmed, or swashbuckler style. If the rogues and warlords are typical, you'll have two builds -- two-hander or sword&shield. The bulk of your powers will be obviously designed for one of those builds or the other.

My understanding is also that mounted combat (and the feats to let you build a mounted specialist) are out due to 'economy of action'.

We'll see when it comes out, but I'm not expecting to be wowed.
 


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