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Why does 5E SUCK?
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<blockquote data-quote="Imaro" data-source="post: 6648016" data-attributes="member: 48965"><p>You are still using sources outside the books regardless of why... anyway here's how I'd resolve it in 5e...</p><p></p><p>In 5e I'd rule it like this... Arcana skill check, hard DC (My Far North campaign is gritty, especially with regards to the use of magic otherwise I'd use medium or even an easy DC depending upon how easy or hard magic is to modify in the campaign world) ... so 6th level wizard with proficiency and let's say 18 INT... +4 Ability/+3 Prof= +7 vs. 20...35% chance (or if in a less gritty setting 65% for the DC 15... 85% for DC10, if there's no chance for failure why not just give the wizard a new spell??). The wizards spell Save DC is 15 and attack bonus is +7 which puts him in the dangerous category for traps... so let's say 4d10 at his level. Another way to adjudicate the damage would be to look at the improv table... more damage than hot coals but not as damaging as a lava stream... again 4d10. Dex save for half damage to anyone who gets caught by or enters the rug area. the effect lasts for 1d4 rounds. This actually seems pretty on point when compared with the fireball spell... slightly lower damage but with a chance for a slightly longer duration... Now how would anything in 4e have made this easier?</p><p></p><p>EDIT: Summary</p><p></p><p>Arcana: check DC 20 (though variable depending on the feel of magic in the camapign)</p><p>Damage: 4d10</p><p>Duration: 1d4 rounds</p><p>Save: Dex for half damage for anyone starting their turn on or entering the rug area</p></blockquote><p></p>
[QUOTE="Imaro, post: 6648016, member: 48965"] You are still using sources outside the books regardless of why... anyway here's how I'd resolve it in 5e... In 5e I'd rule it like this... Arcana skill check, hard DC (My Far North campaign is gritty, especially with regards to the use of magic otherwise I'd use medium or even an easy DC depending upon how easy or hard magic is to modify in the campaign world) ... so 6th level wizard with proficiency and let's say 18 INT... +4 Ability/+3 Prof= +7 vs. 20...35% chance (or if in a less gritty setting 65% for the DC 15... 85% for DC10, if there's no chance for failure why not just give the wizard a new spell??). The wizards spell Save DC is 15 and attack bonus is +7 which puts him in the dangerous category for traps... so let's say 4d10 at his level. Another way to adjudicate the damage would be to look at the improv table... more damage than hot coals but not as damaging as a lava stream... again 4d10. Dex save for half damage to anyone who gets caught by or enters the rug area. the effect lasts for 1d4 rounds. This actually seems pretty on point when compared with the fireball spell... slightly lower damage but with a chance for a slightly longer duration... Now how would anything in 4e have made this easier? EDIT: Summary Arcana: check DC 20 (though variable depending on the feel of magic in the camapign) Damage: 4d10 Duration: 1d4 rounds Save: Dex for half damage for anyone starting their turn on or entering the rug area [/QUOTE]
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