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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="Lord Zardoz" data-source="post: 5782104" data-attributes="member: 704"><p>I would say that the single spiked pit in the middle of the hallway outside of a combat encounter is basically a vestigial thing. It basically forces the players to 'commando crawl', ie, move 1 square at a a time poking everything with a 10 foot pole while doing perception checks to find traps). The end effect is it is just a semi-arbitrary drain on player HP. If I am running a dungeon complex with 'cheap shot traps', I would probably summarize all of those up as a quick skill challenge (Medium DC, 3 to 5 checks per adventuring day, each failure eats a healing surge from the players prior to running any encounters).</p><p></p><p>Having said that, a spiked pit in the middle of a corridor during a combat encounter is just good fun.</p><p></p><p>I generally like the current 4th Edition method of dealing with traps. The most basic spiked pit (presuming it has a false cover for players to step on) would be a +X vs Reflex attack for a moderate damage amount if players fall in. After that it is basically a terrain obstacle that would attack the players on their turn if they start or enter the area.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 5782104, member: 704"] I would say that the single spiked pit in the middle of the hallway outside of a combat encounter is basically a vestigial thing. It basically forces the players to 'commando crawl', ie, move 1 square at a a time poking everything with a 10 foot pole while doing perception checks to find traps). The end effect is it is just a semi-arbitrary drain on player HP. If I am running a dungeon complex with 'cheap shot traps', I would probably summarize all of those up as a quick skill challenge (Medium DC, 3 to 5 checks per adventuring day, each failure eats a healing surge from the players prior to running any encounters). Having said that, a spiked pit in the middle of a corridor during a combat encounter is just good fun. I generally like the current 4th Edition method of dealing with traps. The most basic spiked pit (presuming it has a false cover for players to step on) would be a +X vs Reflex attack for a moderate damage amount if players fall in. After that it is basically a terrain obstacle that would attack the players on their turn if they start or enter the area. END COMMUNICATION [/QUOTE]
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Community
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Traps: What Should Become of the Spike-Filled Pit?
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