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Traps preview

I guess I'm still hung up on the plain vanilla flavor of the level 26 trap. I mean, this can be made into a level 12 or whatever trap by lowering the damage, range, and dcs. There is nothing that screams "epic" to me here. The trap doesn't require any abilities that only epic level characters would be expected to have (besides skill ranks, dmg output, hps, etc).

In previous versions, you might have something nasty at high level such as a "soul trap" that gives negative levels. Now, I'm not at all suggesting we go back to that mechanic, but would like epic tier traps to feel different than lower level traps.

Like I said earlier, though, I'm still optimistic that this is just a small sampling.
 

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bert1000 said:
I guess I'm still hung up on the plain vanilla flavor of the level 26 trap. I mean, this can be made into a level 12 or whatever trap by lowering the damage, range, and dcs. There is nothing that screams "epic" to me here. The trap doesn't require any abilities that only epic level characters would be expected to have (besides skill ranks, dmg output, hps, etc).

In previous versions, you might have something nasty at high level such as a "soul trap" that gives negative levels. Now, I'm not at all suggesting we go back to that mechanic, but would like epic tier traps to feel different than lower level traps.

But they've "fixed the math" don't you see? Surely every other consideration is secondary to that? Yes, everything will mechanically feel about like fighting a group of kobolds regardless of your level, but isn't that what we've always wanted?
 


Celebrim said:
But they've "fixed the math" don't you see? Surely every other consideration is secondary to that? Yes, everything will mechanically feel about like fighting a group of kobolds regardless of your level, but isn't that what we've always wanted?

The pertinent question is, does the fact that they fixed the math outweigh the fact that 4e is a WoW-clone?
 

neceros said:
However, I just think that traps are less fun sounding that fight-based encounters.

I thought the whole point was that with the new design philosophy, it's not an either/or thing anymore. Most traps should be part of larger encounters that include monsters and/or skill challenges on top of the trap.
 

That gem trap needs re-fluffing, no doubt. It definitely doesn't mesh with the image. It would seem fitting better if the gem was part of a mosaic, or attached in the ceiling somehow. Or in a statue with several gems.
 


Jack99 said:
The pertinent question is, does the fact that they fixed the math outweigh the fact that 4e is a WoW-clone?

It's entirely irrelevant. I don't play WOW; never will.

I like what I see every time they give me more 4e.

YMMV.
 

Bishmon said:
I was kinda disappointed that the way to get around all three traps was either 'use Thievery' or 'attack it'.
This is why I'm planning on not using the Thievery skill. It's a adventure design crutch and a needless niche-protector for Thieves as a class. Traps will have to be avoided or disabled using player knowledge, based on immersion in the game world.
 

Jack99 said:
The pertinent question is, does the fact that they fixed the math outweigh the fact that 4e is a WoW-clone?
A bigger question...does the fact that WoW is a DnD clone to begin with mean we can FINALLY have an end to these sort of comments?

Nevermind that this section on traps resembles NOTHING particular to WOW whatsoever.
 
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