Gibblewrett
2019-01-07, 01:54 AM
So we all know trapmaking is kind of ridiculous.
Mechanical Trap Cost
The cost of a mechanical trap is 1,000 gp × the trap’s Challenge Rating. If the trap uses spells in its trigger or reset, add those costs separately. If the trap cannot be reset, divide the cost in half. If the trap has an automatic reset, increase the cost by half (+50%). Particularly simple traps, such as pit traps, might have a greatly reduced cost, subject to GM discretion. Such traps might cost as little as 250 gp × the trap’s Challenge Rating.
After you’ve determined the cost by Challenge Rating, add the price of any alchemical items or poison you incorporated into the trap. If the trap uses one of these elements and has an automatic reset, multiply the poison or alchemical item cost by 20 to provide an adequate supply of doses.
It's pretty out of balance when you start to add up the costs. Some of those really high end traps would take so long, someone could have raided you before you even got to protect your first room.
I'm proposing a simple fix. It may not be the best way, but it's the way I am going to do it in my games.
Traps are no longer complex or simple. They are just traps. Their CR rating handles everything. 50% less if no reset 50% more if it is automatic. (I understand this will add a slight increased cost because of the double ding from CR)
The formula will be Craft(Traps) DC * CR = The total gold it costs. (Add any extras like poison or alchemist items separately as you would anyway)
Trap CR
Craft DC
Base Cost
1–5
20
20gp*CR
6–10
25
25gp*CR
11–15
30
30gp*CR
16-20
35
35gp*CR
Each range of 5 after 20
+5
TOTAL DC* TOTAL CR in gp
Pit Trap, Poisoned (CR 12) will cost 360 gp + a separate 250 gp for the Shadow Essence.
Even the deadliest CR mechanical trap - Deadly Spear Trap (CR 18) would cost 630gp + 4500gp for the Black Lotus Extract.
What I think is fairer is that it would take a lot less time to make these should your players want to do so. 28 Days for the pit trap, and 36 days for the spear trap. If the most involved trap someone could come up with (CR 100) would still cost 115gp per cr, 11500 total, and take nearly 60 days, and have a DC of 115. Which if you could hit that, bravo, you SHOULD be able to create it in 60 days.
If there are any other rules that allow traps to be made like the Ranger Trap feat, the thing from dungeon scape, and so forth those superseded these rules.
Mechanical Trap Cost
The cost of a mechanical trap is 1,000 gp × the trap’s Challenge Rating. If the trap uses spells in its trigger or reset, add those costs separately. If the trap cannot be reset, divide the cost in half. If the trap has an automatic reset, increase the cost by half (+50%). Particularly simple traps, such as pit traps, might have a greatly reduced cost, subject to GM discretion. Such traps might cost as little as 250 gp × the trap’s Challenge Rating.
After you’ve determined the cost by Challenge Rating, add the price of any alchemical items or poison you incorporated into the trap. If the trap uses one of these elements and has an automatic reset, multiply the poison or alchemical item cost by 20 to provide an adequate supply of doses.
It's pretty out of balance when you start to add up the costs. Some of those really high end traps would take so long, someone could have raided you before you even got to protect your first room.
I'm proposing a simple fix. It may not be the best way, but it's the way I am going to do it in my games.
Traps are no longer complex or simple. They are just traps. Their CR rating handles everything. 50% less if no reset 50% more if it is automatic. (I understand this will add a slight increased cost because of the double ding from CR)
The formula will be Craft(Traps) DC * CR = The total gold it costs. (Add any extras like poison or alchemist items separately as you would anyway)
Trap CR
Craft DC
Base Cost
1–5
20
20gp*CR
6–10
25
25gp*CR
11–15
30
30gp*CR
16-20
35
35gp*CR
Each range of 5 after 20
+5
TOTAL DC* TOTAL CR in gp
Pit Trap, Poisoned (CR 12) will cost 360 gp + a separate 250 gp for the Shadow Essence.
Even the deadliest CR mechanical trap - Deadly Spear Trap (CR 18) would cost 630gp + 4500gp for the Black Lotus Extract.
What I think is fairer is that it would take a lot less time to make these should your players want to do so. 28 Days for the pit trap, and 36 days for the spear trap. If the most involved trap someone could come up with (CR 100) would still cost 115gp per cr, 11500 total, and take nearly 60 days, and have a DC of 115. Which if you could hit that, bravo, you SHOULD be able to create it in 60 days.
If there are any other rules that allow traps to be made like the Ranger Trap feat, the thing from dungeon scape, and so forth those superseded these rules.