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2 years ago  ::  May 09, 2011 - 11:14AM #11
ZeroCochrane
Date Joined: Aug 18, 2007
Posts: 44
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 Constitution or Dexterity
 (for body injuries)
-2 to initiative rolls and Perception checks
 (for head injuries)
-2 to rolls that require use of the injured body part
 (eg: injured legs from a landmine, injured hand from a trapped lock)
an appropriate condition, such as Dazed, or grants combat advantage

The nature of the trap, and the defense it attacks may suggest what penalty the character should take.
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2 years ago  ::  May 10, 2011 - 6:10PM #12
AH_raptorov
Date Joined: Oct 18, 2005
Posts: 12
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
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2 years ago  ::  May 11, 2011 - 3:42AM #13
ClockworkPuck
Date Joined: Aug 16, 2010
Posts: 104
Thanks everyone. Some useful ideas in there.
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2 years ago  ::  May 14, 2011 - 6:30AM #14
Cazra
Date Joined: Nov 21, 2009
Posts: 181
I like Zero's idea. I'll need to try out those trap rules next time my group plays.
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2 years ago  ::  May 23, 2011 - 4:04PM #15
Iammars
Date Joined: Jun 15, 2006
Posts: 31
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 players will be looking throw all the junk they've collected to see if there's anything that can help them get rid of their latest injury.
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