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XP for Traps?
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<blockquote data-quote="Jack Simth" data-source="post: 3814803" data-attributes="member: 29252"><p>If the trap is only ever encountered by the rogue, you're using it the boring way.</p><p></p><p>A trap in the middle of an otherwise abandoned hallway is just going to be swept up by the careful Rogue, if it's level-appropriate, at an expenditure of no recourses other than time (by taking 10). It's dull, and doesn't really serve it's purpose (unless it's a self-resetting trap who's purpose is to have an explanation as to why the riff-raff don't make it that far).</p><p></p><p>Now, if you've got an active opponent who knows about (and/or is immune to) the trap, who can harry the party while they are trying to get by, it gets more interesting. </p><p></p><p>The BBEG Drow Cleric-10 who can't be effectively charged because there's a pattern of CR 1 10-foot covered pit traps between you and him is going to be interesting. The traps prevent the Fighter and Rogue from immediately closing in melee (they have to stop and climb out of the traps, or figure out what squares they are in to jump over). The Drow's SR prevents a lot of spells from functioning on him. The Drow casts Wind Wall to keep those pesky arrows away. The BBEG is unlikely to go down in one round, even losing initiative (Core, anyway). The Fighter and Rogue can get there... but they first have to navigate the traps. The Wizard and Cleric can fix this... by spending actions to make sure everyone can fly (or to cover the pit traps with a more solid something - such as a Wall of Stone). The point is to make the players think a bit about their tactics. </p><p></p><p>Likewise, the caster is automatically attuned to a Symbol of X. The caster who has placed a lot of them in a defensive lair can put them, quite safely, in the places where the caster spends time. Yes, the Rogue could find and disable them before setting them off.... if the Rogue wasn't distracted by the BBEG spell caster casting spells.</p><p></p><p>Traps are like spices (the common types you use a lot of - salt, pepper, and such) - they go better in combination with other things. A trap in isolation is only really useful to make sure the party is looking.</p></blockquote><p></p>
[QUOTE="Jack Simth, post: 3814803, member: 29252"] If the trap is only ever encountered by the rogue, you're using it the boring way. A trap in the middle of an otherwise abandoned hallway is just going to be swept up by the careful Rogue, if it's level-appropriate, at an expenditure of no recourses other than time (by taking 10). It's dull, and doesn't really serve it's purpose (unless it's a self-resetting trap who's purpose is to have an explanation as to why the riff-raff don't make it that far). Now, if you've got an active opponent who knows about (and/or is immune to) the trap, who can harry the party while they are trying to get by, it gets more interesting. The BBEG Drow Cleric-10 who can't be effectively charged because there's a pattern of CR 1 10-foot covered pit traps between you and him is going to be interesting. The traps prevent the Fighter and Rogue from immediately closing in melee (they have to stop and climb out of the traps, or figure out what squares they are in to jump over). The Drow's SR prevents a lot of spells from functioning on him. The Drow casts Wind Wall to keep those pesky arrows away. The BBEG is unlikely to go down in one round, even losing initiative (Core, anyway). The Fighter and Rogue can get there... but they first have to navigate the traps. The Wizard and Cleric can fix this... by spending actions to make sure everyone can fly (or to cover the pit traps with a more solid something - such as a Wall of Stone). The point is to make the players think a bit about their tactics. Likewise, the caster is automatically attuned to a Symbol of X. The caster who has placed a lot of them in a defensive lair can put them, quite safely, in the places where the caster spends time. Yes, the Rogue could find and disable them before setting them off.... if the Rogue wasn't distracted by the BBEG spell caster casting spells. Traps are like spices (the common types you use a lot of - salt, pepper, and such) - they go better in combination with other things. A trap in isolation is only really useful to make sure the party is looking. [/QUOTE]
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XP for Traps?
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