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General Tabletop Discussion
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Traps with Onset Delays
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<blockquote data-quote="Stormborn" data-source="post: 4574147" data-attributes="member: 14041"><p>Traps that never miss have onset delay, to make them fairer I suppose. How Exactly do they work?</p><p></p><p>Take this trap from the SRD:</p><p></p><p>Dropping Ceiling</p><p>CR 9; mechanical; location trigger; repair reset; ceiling moves down (12d6, crush); multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (1 round); Search DC 20; Disable Device DC 16. Market Price: 12,600 gp. </p><p></p><p>Fairly low Search and DD for 9th level, but lets just say that the Rogue rolls very poorly on his Search or DD. The trap is sprung!</p><p></p><p>The PCs then have 1 round to get out of the way? Does that mean no one ever gets hit?</p><p></p><p>I can see the trap being more dangerous if the doors to the room slam shut, but that seems to simply take it from "Never" to "Always." Or would the Rogue then have a chance to redeem himself by either Disable Device on the doors or Open Lock?</p><p></p><p>I can also see where this trap, set in a larger room, could crush something the PCs are after, or block their means of egress from a larger dungeon so that they are forced to find a different way. </p><p></p><p>Is the trap, or others with a delay, effective as is? I wanted to use this trap at the antechamber of a tomb my 11th level PCs are going to be entering next session. But other than as a means to keep them out or lock them in (neither of which seems to be a lot of fun) I am begining to wonder if its the way to go.</p></blockquote><p></p>
[QUOTE="Stormborn, post: 4574147, member: 14041"] Traps that never miss have onset delay, to make them fairer I suppose. How Exactly do they work? Take this trap from the SRD: Dropping Ceiling CR 9; mechanical; location trigger; repair reset; ceiling moves down (12d6, crush); multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (1 round); Search DC 20; Disable Device DC 16. Market Price: 12,600 gp. Fairly low Search and DD for 9th level, but lets just say that the Rogue rolls very poorly on his Search or DD. The trap is sprung! The PCs then have 1 round to get out of the way? Does that mean no one ever gets hit? I can see the trap being more dangerous if the doors to the room slam shut, but that seems to simply take it from "Never" to "Always." Or would the Rogue then have a chance to redeem himself by either Disable Device on the doors or Open Lock? I can also see where this trap, set in a larger room, could crush something the PCs are after, or block their means of egress from a larger dungeon so that they are forced to find a different way. Is the trap, or others with a delay, effective as is? I wanted to use this trap at the antechamber of a tomb my 11th level PCs are going to be entering next session. But other than as a means to keep them out or lock them in (neither of which seems to be a lot of fun) I am begining to wonder if its the way to go. [/QUOTE]
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