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Dungeons & Dra.. Gamma World More Traps & Hazards for Your Post-Apocalyptic,...
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Switch to Forum Live View More Traps & Hazards for Your Post-Apocalyptic, Radioactive, Mutated World!
2 years ago  ::  Aug 24, 2011 - 7:10AM #1
cthulhulovesyou
Date Joined: Oct 3, 2009
Posts: 9
Hello all!  Some of you may have seen my first try at omega tech and an origin for Gamma World use.  Some of you even liked them!  As I said on that thread, I decided to work on traps next since, of all the things I wasnted to do, it would be most immediately useful to my campaign.  Not to mention the fact that of 3 products there are 3 traps/hazards or so.  The link below is to 4shared.com where you can download a PDF of my first three.  One of these is essentially a reskin of the Doomspore.  The major difference?  It's more powerful despite being the same level (Gamma World is dangerous!).  Another is an adaptation from d20 Modern: Future which completely fits with Gamma World.  Finally I have one slighty complex but hopefully fun trap that takes inspiration from many different traps mechanically.  Let me know what you think and give me imput for improvement and as I work on some more I will update these!


www.4shared.com/document/VeiWqtpP/Traps_...
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2 years ago  ::  Aug 24, 2011 - 10:48AM #2
ZeroCochrane
Date Joined: Aug 18, 2007
Posts: 44
Great idea, and thanks!  I'm looking forward to more.
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2 years ago  ::  Sep 04, 2011 - 12:24PM #3
WolfBorg
Date Joined: Aug 17, 2007
Posts: 11
Very nice indeed. I would love to see more traps and origins as well.
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2 years ago  ::  Sep 05, 2011 - 3:05PM #4
Finarvyn
Date Joined: Feb 1, 2003
Posts: 382
Thanks for posting this. Always hunting for more ideas, etc. Smile
Marv (Finarvyn)
Master of Mutants (MA and GW)
Playtesting D&D Next and liking it!
OD&D player since 1975
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2 years ago  ::  Nov 02, 2011 - 11:05AM #5
ZeroCochrane
Date Joined: Aug 18, 2007
Posts: 44

If you can get a copy, look at an article about traps in the e-magazine: Combat Advantage, issue 20.

Also, I have scribbled down some ideas for making traps more effective outside of combat encounters:


Trap and Hazard Effects in D&D Gamma World


When a character is harmed by a trap or hazard, I suggest assigning him a penalty or condition that lasts until the end of the next encounter, or until the character takes an extended rest.


During a short rest, a successful Science check of moderate or hard DC (based on the level of the trap) could help the character by alleviating the penalty.


The nature of the trap or hazard, and the defense it attacks, may suggest what penalty the character should take.


Examples

  • -2 to attack rolls
  • -2 to a defense (AC, Ref, Fort, Wil

  • -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 (e.g.: injured legs from a landmine, injured hand from a trapped lock)
  • -1 or -2 to Speed
  • -2 to saving throws
  • - An appropriate condition, such as Dazed, or grants Combat Advantage


Sorry the formatting sucks.

--ZC
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2 years ago  ::  Nov 02, 2011 - 1:23PM #6
PacificDnD
Date Joined: Jan 30, 2010
Posts: 14

Nov 2, 2011 -- 11:05AM, ZeroCochrane wrote:


When a character is harmed by a trap or hazard, I suggest assigning him a penalty or condition that lasts until the end of the next encounter, or until the character takes an extended rest.

During a short rest, a successful Science check of moderate or hard DC (based on the level of the trap) could help the character by alleviating the penalty.




I did something like this, but had monsters be the "trap".  The situation was a battle without a mat or real initiatives (thus being more about roleplaying than combat) with an endless string of minions that they had to figure out how to escape/disable them rather than just smashing them in the face repeatedly.  this was during a halloween inspired adventure, and so if they were "hit" at some point they lost 3 hp as a part of their soul energy was clawed from their bodies.  The affect was cumulative until after the next large fight and worked really well both thematically and mechanically!

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