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General Tabletop Discussion
*Pathfinder & Starfinder
Traps: What Should Become of the Spike-Filled Pit?
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<blockquote data-quote="KarinsDad" data-source="post: 5780594" data-attributes="member: 2011"><p>I had a 20 foot deep pit trap as a protection outside the lair of some cultists. A second level PC fell into it, set off an alarm, couldn't climb out (and didn't have teleport) and the rest of the PCs had to lure the cultists near the pit so that the trapped PC could use ranged attacks and help out (it was such a challenging encounter that other PCs really didn't have time to drop a rope, the cultist guards were on them immediately and a lot of other powerful cultists showed up in the second round).</p><p></p><p>I've found that a 35 foot deep pit trap is just the right height for mid-level heroic PCs to fall into. They typically cannot teleport out and it takes more than a single round to climb out (unless they are successful with fast climb). For higher levels, spikes at the bottom (and/or additional height) work well.</p><p></p><p></p><p>But, traps should be used judiciously and they should have a reason for their existence.</p><p></p><p></p><p>One of the best traps I've ever seen were located inside a corridor leading into a room. As some of the PCs entered the room, the traps fired off, pinning (and damaging) some PCs to the corridor wall. It partially split up the party since melee PCs trapped couldn't help set up lines and such, and the foes could arrange themselves in the room where some of the trapped ranged PCs couldn't target them back.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 5780594, member: 2011"] I had a 20 foot deep pit trap as a protection outside the lair of some cultists. A second level PC fell into it, set off an alarm, couldn't climb out (and didn't have teleport) and the rest of the PCs had to lure the cultists near the pit so that the trapped PC could use ranged attacks and help out (it was such a challenging encounter that other PCs really didn't have time to drop a rope, the cultist guards were on them immediately and a lot of other powerful cultists showed up in the second round). I've found that a 35 foot deep pit trap is just the right height for mid-level heroic PCs to fall into. They typically cannot teleport out and it takes more than a single round to climb out (unless they are successful with fast climb). For higher levels, spikes at the bottom (and/or additional height) work well. But, traps should be used judiciously and they should have a reason for their existence. One of the best traps I've ever seen were located inside a corridor leading into a room. As some of the PCs entered the room, the traps fired off, pinning (and damaging) some PCs to the corridor wall. It partially split up the party since melee PCs trapped couldn't help set up lines and such, and the foes could arrange themselves in the room where some of the trapped ranged PCs couldn't target them back. [/QUOTE]
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Traps: What Should Become of the Spike-Filled Pit?
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