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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Worst 3.5 rule from core books?
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<blockquote data-quote="akbearfoot" data-source="post: 4510221" data-attributes="member: 33560"><p>I think one of the more annoying aspects of the core rules is the way traps were implimented....They do so much damage for their CR that an equivalent level trap can kill a PC or tip the balance of a fight by a large margin...the difficulty to find them does not scale well vs the search checks to find them.</p><p></p><p>Basically, either you take 20 on every 5ft square and find every trap, or people get killed/screwed over by them....You end up wasting tons of time trying to figure out how to get the clumsy fighter out of pit and rolling a bunch of other skill checks, tie a rope, hammer pitons, lower your friends down in an arm chain, prop the sliding floor open with big furniture, whatever. And basically you're boring everyone to death over trivial crap instead of having fun roleplaying or killing stuff.</p><p></p><p>Modules these days seem to have caught on to the taking 20 thing, so they put monsters next to the traps now, or put traps in extremely strange places because 'this is how a PC will move through the room'. And again, the CR4 pit trap can do like 40 damage and take a 8th level character completely out of a fight if they survive the fall and all the damage from the poisoned spikes.</p><p></p><p>I almost wish that trapfinding was changed back to a base % chance and rogues simply notice them or not like elves and secret doors.</p></blockquote><p></p>
[QUOTE="akbearfoot, post: 4510221, member: 33560"] I think one of the more annoying aspects of the core rules is the way traps were implimented....They do so much damage for their CR that an equivalent level trap can kill a PC or tip the balance of a fight by a large margin...the difficulty to find them does not scale well vs the search checks to find them. Basically, either you take 20 on every 5ft square and find every trap, or people get killed/screwed over by them....You end up wasting tons of time trying to figure out how to get the clumsy fighter out of pit and rolling a bunch of other skill checks, tie a rope, hammer pitons, lower your friends down in an arm chain, prop the sliding floor open with big furniture, whatever. And basically you're boring everyone to death over trivial crap instead of having fun roleplaying or killing stuff. Modules these days seem to have caught on to the taking 20 thing, so they put monsters next to the traps now, or put traps in extremely strange places because 'this is how a PC will move through the room'. And again, the CR4 pit trap can do like 40 damage and take a 8th level character completely out of a fight if they survive the fall and all the damage from the poisoned spikes. I almost wish that trapfinding was changed back to a base % chance and rogues simply notice them or not like elves and secret doors. [/QUOTE]
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Worst 3.5 rule from core books?
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