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Traps preview

I like the traps. I assume that, using the "XP budget", the DM can combine them? Like, Flame Nozzles and the Buzzsaw?

Or Flame Nozzles and a Hazard: slippery stone bridge over green acid lake? With Buzzsaws at each end?

Any of the above in a large domed area inhabited by flying controllers?

Even though characters have Hackmaster-level hit points... I'm getting some lovely visions of artful TPKs.

I... think I'm actually turning positive on 4E.
 

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Derren said:
Another thing, why would a character use a DC28 skill challenge to disable the flame jets with a chance of failure and damage when he can use a DC 24 skill check to disable the jets with no negative effects when he fails?


Because there is increased chance of being hit by the blast instead of being safe and turning it off...
 


Pistonrager said:
More inventive than disable or break it? Those are your only options of stopping a trap.
Well, yeah. But there's gotta be more possibilities for disabling a trap than simply 'use Thievery' and more possibilities for breaking a trap than just 'mindlessly hack away with your most damaging attacks'.

Why not allow Arcana to let someone disable a magic trap on the basis of understanding the magic workings of the trap? Or using History to recall a story of a famous adventurer who disabled a similar mechanical trap?

Maybe a fire trap can be severely damaged by cold. Maybe someone could use a blade to cut key ropes in the trap, or a blunt weapon and a strength check to smash an important mechanism.

Stuff along those lines would be better than 'use Thievery or hack away'.
 

The difference is these are means of bypassing a trap that isn't based off knowing how the trap operates. It is the difference from simply being cunning in getting around the trap and actually understanding how it operates and disabling it that way.
 

Korgoth said:
I like the traps. I assume that, using the "XP budget", the DM can combine them? Like, Flame Nozzles and the Buzzsaw?
THIS! Exactly how it is supposed to work, take a dash of trap, a few minions and mix with just the right amount of controllers and soldiers.
I... think I'm actually turning positive on 4E.
Welcome to the future!
 

Derren said:
Another thing, why would a character use a DC28 skill challenge to disable the flame jets with a chance of failure and damage when he can use a DC 24 skill check to disable the jets with no negative effects when he fails?

Edit: although the danger of failure might be part of the skill description.

The control panel is stated to be across the room, but in order to disable the nozzles you have to be adjacent to them. I assume adjacency implies a de facto penalty for failure.
 

The boulder trap allowed you to use Strength to slow its progression. So I expect some traps will have more unique tricks.

Although I agree about some more options should be present.

Also, what's up with the Soul Gem trap moving in random directions?
 


Haven't most creatures with fire resistance only had FR 10 or 15? Looks like monsters that you put in the Fire Nozzle room are either going to be very likely to get crispy, or they're going to be something like standing between the blast zones playing interference.

Although the whirling blade trap says to me 'incorporeal foes'.
 

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