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Traps with Onset Delays
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<blockquote data-quote="javcs" data-source="post: 4575439" data-attributes="member: 43677"><p>So true , Irdeggman, so true. I still haven't decided which one I think is worse.</p><p></p><p></p><p></p><p>True - however, I'm not sure how much the EL would change if you have a decoration in the room that just <em>looks</em> like a trap but isn't one - ie apparent holes in the walls, polearms mounted on the walls (apparently on a pivot) over doorways, illusion of a pit/pit with invisible cover on it(so not a pit at all), etc. I suppose it varies ...</p><p>The more complex you make the distractions, definitely the more dangerous it gets.</p><p></p><p>Stormborn, what kind of characters do you have as your PCs? Also, if they don't make the Listen checks to notice it, but you don't want a TPK, consider allowing someone adjacent to an open doorway a (high)Reflex save to dive through it, landing prone on just the other side of the doorway. High enough where a high-Dex, high-Reflex class would not make it easily.</p></blockquote><p></p>
[QUOTE="javcs, post: 4575439, member: 43677"] So true , Irdeggman, so true. I still haven't decided which one I think is worse. True - however, I'm not sure how much the EL would change if you have a decoration in the room that just [i]looks[/i] like a trap but isn't one - ie apparent holes in the walls, polearms mounted on the walls (apparently on a pivot) over doorways, illusion of a pit/pit with invisible cover on it(so not a pit at all), etc. I suppose it varies ... The more complex you make the distractions, definitely the more dangerous it gets. Stormborn, what kind of characters do you have as your PCs? Also, if they don't make the Listen checks to notice it, but you don't want a TPK, consider allowing someone adjacent to an open doorway a (high)Reflex save to dive through it, landing prone on just the other side of the doorway. High enough where a high-Dex, high-Reflex class would not make it easily. [/QUOTE]
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