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Switch to Forum Live View The cute new "perception-proof" traps.
4 years ago  ::  Jan 07, 2009 - 9:48AM #41
Black_Egg
Date Joined: Apr 19, 2008
Posts: 2,317

Madfox11 wrote:

The prevelance of x-bow traps and the issues that arose because of them certainly taught us some things about what does and what does not work in 4E.

Pieter Sleijpen
RPGA LFR Global Administrator


Just picking this last part of Madfox's post out because it reminded me that I wanted to ask about it. Has it been anyone else's experience that said prevalent crossbow traps are psychotically lethal as-written? I don't think my tables would mind them as much if they were maybe 20%-30% as effective as they are.

Sorry to distract from the rest of the thread. It seems like the OP's concern has been communicated to me though.

D&D rules were never meant to exist without the presence of a DM. RAW is a lie.
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4 years ago  ::  Jan 07, 2009 - 11:30AM #42
JoshuaRandall
Date Joined: Aug 20, 2007
Posts: 159

Black_Egg wrote:

Has it been anyone else's experience that said prevalent crossbow traps are psychotically lethal as-written?


Fortunately I have only played in one adventure that had one of these traps. (Actually, I'm not sure how fortunate that is: it just means that all the rest of the adventures with such traps are yet to come. )

Anyway, yes, it seemed ridiculously powerful from the players' side of the table. It took us a few rounds, be we eventually realized that the traps were far more dangerous than the monsters! Unfortunately we didn't have a rogue in that particular game, so after defeating the monsters (and using a lot of healing surges to stay alive), we fled and hit in a pit trap (!)... the DM ruled that eventually the traps ran out of ammo... not sure if that was in the adventure or was him being nice to us.

In a general sense, ranged attackers (whether monsters or traps) that are hard to get to (because of terrain or a front line of soldiers / brutes) are pretty nasty. It is part of the players' / PCs' responsibility to respond appropriately to such challenges, but it should also be part of the adventure writers' / DMs' responsiblity not to overdo it.

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4 years ago  ::  Jan 07, 2009 - 3:14PM #43
amysrevenge
  • Fool of Win
Date Joined: Aug 19, 2007
Posts: 657

JoshuaRandall wrote:

Unfortunately we didn't have a rogue in that particular game


Nothing unfortunate about it - the best way to deal with these traps is certainly not a Rogue, it's direct hit point damage. Hard to flank a trap in a wall, so the Rogue can't dish out as much as others.

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4 years ago  ::  Jan 07, 2009 - 6:20PM #44
Elder_basilisk
Date Joined: Dec 16, 2005
Posts: 2,524

amysrevenge wrote:

Nothing unfortunate about it - the best way to deal with these traps is certainly not a Rogue, it's direct hit point damage. Hard to flank a trap in a wall, so the Rogue can't dish out as much as others.


Though a rogue can use thievery to delay the trap while the rest of the party beats it down or while the rest of the party kills the rest of the encounter. Trading one character's actions to essentially get rid of a trap is a good deal.

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4 years ago  ::  Jan 07, 2009 - 11:40PM #45
kinevon
Date Joined: Aug 22, 2007
Posts: 1,292

Elder_basilisk wrote:

Though a rogue can use thievery to delay the trap while the rest of the party beats it down or while the rest of the party kills the rest of the encounter. Trading one character's actions to essentially get rid of a trap is a good deal.


Not if it is your only striker, really. Trading your best damage against flankable opponents for getting one trap (out of how many?) to not attack for one turn is not a good trade-off, IMO.

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