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Switch to Forum Live View Untriggered traps and EXP?
2 years ago  ::  Dec 03, 2011 - 9:42AM #1
Aeythreval
Date Joined: Oct 20, 2008
Posts: 133
I've always been pretty loose when it comes to leveling PCs - rather than having them level up after killing some misc bad guys I will generally have it take place after a significant encounter.  If that is a little sooner or later than their earned experience would otherwise indicate, so be it.

Even so, I try and keep track of things so I can remain fair.

I've come across a question and I'm wondering how other GMs handle it.  Do you award experience for traps which are either never triggered or are bypassed through passive perception (thereby requiring no action on the PCs part)?

I have a map I'm working on, which has several paths through a small maze to a central location.  On a couple of those paths there are traps and it's very possible that they will never be encountered by the PCs.  They also have a Perception DC to detect that is low enough so that 2 of the 5 PCs (who are perception monsters) will simply spot them passively.

In either of these cases, have the PCs really earned the equivilant of defeating an equal level opponent? 
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2 years ago  ::  Dec 03, 2011 - 10:11AM #2
Pluisjen
Date Joined: May 13, 2009
Posts: 14,168
Depends. If it's a case of "oh a trap, lets go around that square, no biggy" then the trap probably isn't worth any experience. If it's in the middle of combat and the characters have to carefully step around it, complicating their ability to fight the enemy, then I say they earned it, even if they didn't trigger it. 
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2 years ago  ::  Dec 03, 2011 - 2:02PM #3
Neutronium_Dragon
Date Joined: Aug 11, 2006
Posts: 5,812
If the PCs encountered the traps and overcame them somehow - including detecting them and avoiding them - then they get the XP for doing so.

  Traps that simply sit there and wait for PCs to blunder into them are rarely (if ever) a good adventure element, though.
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2 years ago  ::  Dec 04, 2011 - 10:52AM #4
mellored
Date Joined: Jul 8, 2008
Posts: 19,719
If it's not a threat, it's not XP.
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F-111 Interdictor Long (200+ squares) distance ally teleporter.  With some warlord stuff.  Broken in a plot way, not a power way.
Thought Switch   Higher level build that grants upto 14 attacks on turn 1.  If your allies play along, it's broken.
Elven Critters Crit op with crit generation.  5 of these will end anything.  Broken.
King Fisher Does an excellent job at keeping an enemy disabled in a few ways.  Strong.
Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.
Very Distracting Warlock Lot's of dazing and major penalties to hit.  Overpowered.
Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.
Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.
Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.
Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.
Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.
Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.
Indestructible Simply won't die, even if you sleep though combat.
Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.
Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.
Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.
Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.
Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.
The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.
Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power
Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken
Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.
Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.
Super Knight A tough, sticky, high damage knight. Strong.
Super Duper Knight Basically the same as super knight, only far more broken.
Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.
Swordburst Maximus At-Will Close Burst 3 that slide and prones.  Protects allies with off actions. Strong, possibly over powered with the right party.
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