Traps and Hazards: Difference between revisions
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[[Category:Epic Path]] | [[Category:Epic Path]] | ||
Traps fall into three major categories: | |||
[[Magical Traps]] | |||
[[Mechanical Traps]] | |||
[[Architectural Traps]] | |||
Traps have the following major traits: | Traps have the following major traits: | ||
Revision as of 14:05, 26 October 2018
Traps fall into three major categories:
Magical Traps Mechanical Traps Architectural Traps
Traps have the following major traits:
- a DC to notice the trap
- a DC to disable the trap
- target size (how big of an area it affects, or how many creatures it targets)
- a Reflex save DC
- Damage dealt, and any status conditions or special effects it inflicts (usually save for half, negating effects)
- Trigger description (what sets it off)
- Triggering area size / size of trap (if applicable; can be different from size of trap's effect)
A trap will also sometimes have secondary traits:
- Cost of trap's components
- a DC to assemble / set the trap
Often, these secondary traits only matter if a player-character is setting the trap. Obviously, the cost of a trap is directly proportional to how powerful each of the trap's major traits are.