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Unearthed Arcana: Traps Revisited
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<blockquote data-quote="obeytheFist" data-source="post: 7709729" data-attributes="member: 6855310"><p>5th Editions poison and disease rules make me sad... It hasn't come up in play yet (as in I haven't thrown things at the characters that involve poison or disease) as most of my traps tend to use fire, sharp things, or falling to do their dirty work. Though I did make up one poison trap... Basically it was a room that filled with hallucinogenic gasses for three rounds (pretty much unescapable once trapped in the hall way). They had to make 3 constitution saves (I think I set the DC at like 10, which is pretty easy for my group). Each player that failed I took aside and described the horror going on around them (their skin catching fire, snakes coming from the walls, all their friends looking like zombies, ect...). After that it was a con save each round to remove the initial effects. Of course, the hallucinogen was still in their system, and I used it to mess with the characters for the remainder of the adventure (after which they finally recovered). They called it the "bad acid room". </p><p></p><p>Tl;Dr? I make up my own stuff for where the rules have fallen short of what I need for my adventure. Though, I REALLY like these new trap rules... Maybe they'll have new rules out soon on poisons and diseases?</p></blockquote><p></p>
[QUOTE="obeytheFist, post: 7709729, member: 6855310"] 5th Editions poison and disease rules make me sad... It hasn't come up in play yet (as in I haven't thrown things at the characters that involve poison or disease) as most of my traps tend to use fire, sharp things, or falling to do their dirty work. Though I did make up one poison trap... Basically it was a room that filled with hallucinogenic gasses for three rounds (pretty much unescapable once trapped in the hall way). They had to make 3 constitution saves (I think I set the DC at like 10, which is pretty easy for my group). Each player that failed I took aside and described the horror going on around them (their skin catching fire, snakes coming from the walls, all their friends looking like zombies, ect...). After that it was a con save each round to remove the initial effects. Of course, the hallucinogen was still in their system, and I used it to mess with the characters for the remainder of the adventure (after which they finally recovered). They called it the "bad acid room". Tl;Dr? I make up my own stuff for where the rules have fallen short of what I need for my adventure. Though, I REALLY like these new trap rules... Maybe they'll have new rules out soon on poisons and diseases? [/QUOTE]
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