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							<channel><title>New Posts For Thread: Traps.</title><link>http://community.wizards.com/go/thread/view/75882/27579613/Traps.</link><description>I guess this is a general 4e question, but I'm running a GW campaign atm. My question is how do traps work out of initiative, specifically, what danger is there to traps when my players can heal with 5min rests after each trap they trigger? I guess I</description><item><title>What if you had the traps produce injuries that could only be reduced if you make a science check to heal, but those science check get reduced (sometimes by a lot) by certain pieces of ancient junk? Then it makes ancient junk more relevant, as player</title><link>http://community.wizards.com/go/thread/view/75882/27579613/Traps.?post_id=496736761#496736761</link><description>What if you had the traps produce injuries that could only be reduced if you make a science check to heal, but those science check get reduced (sometimes by a lot) by certain pieces of ancient junk? Then it makes ancient junk more relevant, as player</description><pubDate>Mon, 23 May 2011 18:04:26 -0500</pubDate></item><item><title>I like Zero's idea. I'll need to try out those trap rules next time my group plays.</title><link>http://community.wizards.com/go/thread/view/75882/27579613/Traps.?post_id=495685745#495685745</link><description>I like Zero's idea. I'll need to try out those trap rules next time my group plays.</description><pubDate>Sat, 14 May 2011 08:30:12 -0500</pubDate></item><item><title>Thanks everyone. Some useful ideas in there.</title><link>http://community.wizards.com/go/thread/view/75882/27579613/Traps.?post_id=495272105#495272105</link><description>Thanks everyone. Some useful ideas in there.</description><pubDate>Wed, 11 May 2011 05:42:01 -0500</pubDate></item><item><title>There is also no reason a trap effect needs to be "save ends".An infection, or a blindness condition that must have an antidote to administer.This would provide a nice hook for the adventure to continue</title><link>http://community.wizards.com/go/thread/view/75882/27579613/Traps.?post_id=495247041#495247041</link><description>There is also no reason a trap effect needs to be "save ends".An infection, or a blindness condition that must have an antidote to administer.This would provide a nice hook for the adventure to continue</description><pubDate>Tue, 10 May 2011 20:10:40 -0500</pubDate></item><item><title>I suggest assigning a penalty or condition that lasts until the end of the next encounter, or until the character takes an extended rest.  Examples:-2 to attack rolls-2 to a defense (AC, Ref, Fort, Will)-2 to skill checks based upon Strength or Const</title><link>http://community.wizards.com/go/thread/view/75882/27579613/Traps.?post_id=495107145#495107145</link><description>I suggest assigning a penalty or condition that lasts until the end of the next encounter, or until the character takes an extended rest.  Examples:-2 to attack rolls-2 to a defense (AC, Ref, Fort, Will)-2 to skill checks based upon Strength or Const</description><pubDate>Mon, 09 May 2011 13:14:30 -0500</pubDate></item></channel></rss>
