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Switch to Forum Live View Room/Area constant aoe trap xp?
9 months ago  ::  Oct 11, 2012 - 11:27AM #1
kuras
Date Joined: Apr 9, 2005
Posts: 18
So I want to have the players (6 players, lv13) to enter this room that will eventually deal 14damage/7on miss to the entire party until the lich is killed. Any suggestions on similar traps that I could base the experiance off of since it is not tied to being disabled but on killing the BBG.
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9 months ago  ::  Oct 11, 2012 - 11:33AM #2
Centauri
Date Joined: Jul 21, 2004
Posts: 9,999

Oct 11, 2012 -- 11:27AM, kuras wrote:

So I want to have the players (6 players, lv13) to enter this room that will eventually deal 14damage/7on miss to the entire party until the lich is killed. Any suggestions on similar traps that I could base the experiance off of since it is not tied to being disabled but on killing the BBG.


I don't see a need for a basis. You've got the whole thing right there, except for the attack roll, which could just be whatever the lich's is.

[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
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9 months ago  ::  Oct 11, 2012 - 11:35AM #3
kuras
Date Joined: Apr 9, 2005
Posts: 18
Pretty much what I was going to use. Just really unsure about the xp since it is a significant extra threat to the players.

Edit: And takes no actions out of the lich's turns.
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9 months ago  ::  Oct 11, 2012 - 11:38AM #4
iserith
Date Joined: Jun 1, 2005
Posts: 5,492
Make it XP equal to a monster/trap of the PCs' level. Just make sure they have some sort of countermeasures (skill checks?) as you would have in a trap and you've got your bases covered.

I'd make what you suggest auto-damage, too. (Assuming it's level-appropriate.) 
No amount of tips, tricks, or gimmicks will ever be better than simply talking directly to your fellow players to resolve your issues.
Reduce DM Prep & Increase Player Engagement: Don't Prep the Plot  |  Structure First, Story Last  |  Collaborative Roleplay  |  "Yes, and..."  |  Prep Tips
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9 months ago  ::  Oct 11, 2012 - 11:41AM #5
Centauri
Date Joined: Jul 21, 2004
Posts: 9,999

Oct 11, 2012 -- 11:35AM, kuras wrote:

Pretty much what I was going to use. Just really unsure about the xp since it is a significant extra threat to the players.

Edit: And takes no actions out of the lich's turns.


Ah, yes, got it. No, don't add anything. It's effectively just terrain that attacks and there's no XP for terrain. If they can stop it some other way than killing the lich, and do so, then give them XP equal to a standard monster for their level.

[N]o difference is less easily overcome than the difference of opinion about semi-abstract questions. - L. Tolstoy
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9 months ago  ::  Oct 11, 2012 - 11:46AM #6
kuras
Date Joined: Apr 9, 2005
Posts: 18
Alright. Ty for input (just got the idea of doubling the lich's life and xp, so effectively 2 monsters in 1).
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9 months ago  ::  Oct 11, 2012 - 11:48AM #7
iserith
Date Joined: Jun 1, 2005
Posts: 5,492

Oct 11, 2012 -- 11:46AM, kuras wrote:

Alright. Ty for input (just got the idea of doubling the lich's life and xp, so effectively 2 monsters in 1).




I'd recommend posting that monster for comment. Simply doubling HP might not have the effect you're going for.

No amount of tips, tricks, or gimmicks will ever be better than simply talking directly to your fellow players to resolve your issues.
Reduce DM Prep & Increase Player Engagement: Don't Prep the Plot  |  Structure First, Story Last  |  Collaborative Roleplay  |  "Yes, and..."  |  Prep Tips
Games I'm Running on Roll20: Island of the Frog  |  Vanguard of Dis  |  Star*Juice  |  Tesseract  |  The Crucible  |  Fimbulvetr  |  The Delve  |  Draj, City of the Moon
Follow me on Twitter: @is3rith
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9 months ago  ::  Oct 11, 2012 - 11:53AM #8
kuras
Date Joined: Apr 9, 2005
Posts: 18

Oct 11, 2012 -- 11:48AM, iserith wrote:

Oct 11, 2012 -- 11:46AM, kuras wrote:

Alright. Ty for input (just got the idea of doubling the lich's life and xp, so effectively 2 monsters in 1).




I'd recommend posting that monster for comment. Simply doubling HP might not have the effect you're going for.





Lich (human wizard) w/changes-> 436 HP +aoe attack, along with what a lich normally does (goes well with the fact that a few players have been able to deal 100+ damage in a round insanity) @.@ Keeps the fun rolling longer

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9 months ago  ::  Oct 11, 2012 - 12:13PM #9
iserith
Date Joined: Jun 1, 2005
Posts: 5,492
Food for thought: If your ultimate goal is to make the fight longer, or at least to keep the lich alive longer, then tying the auto-damage on a hit/miss against the lich while the lich is living will only really result in the players trying to kill the lich faster, not slower. I suppose you might consider those additional HP a buffer, but it's not much of one.

Consider this instead - tie the damage they're taking for hitting/missing the lich to something else in the fight. Do they want to grind down the lich as fast as possible and take that damage? Or do they want to "disable the pillars causing the effect*" first before dealing with him. 

* This is a simplified way of illustrating the method - I'd go with something more interesting than disabling pillars. 
No amount of tips, tricks, or gimmicks will ever be better than simply talking directly to your fellow players to resolve your issues.
Reduce DM Prep & Increase Player Engagement: Don't Prep the Plot  |  Structure First, Story Last  |  Collaborative Roleplay  |  "Yes, and..."  |  Prep Tips
Games I'm Running on Roll20: Island of the Frog  |  Vanguard of Dis  |  Star*Juice  |  Tesseract  |  The Crucible  |  Fimbulvetr  |  The Delve  |  Draj, City of the Moon
Follow me on Twitter: @is3rith
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9 months ago  ::  Oct 11, 2012 - 2:20PM #10
FlashbackJon
Date Joined: Jul 5, 2006
Posts: 2,145
Also, adding HP to a monster virtually never increases fun value.  As soon as the players get wind of the autodamage, they're gonna blow all their good stuff immediately, and then it's just an at-will slogfest.

If you want a longer fight (for some reason), look into a Worldbreaker or Boss Fight instead.
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