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Thread: Trap DCs
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2009-12-18, 06:03 AM (ISO 8601)
- Join Date
- Aug 2008
Trap DCs
What are the best ways to buff DCs for disable device vs the traps? I have a plot device that is trapped. I wish to keep it this way without DM fiat. What options are open to me? The rogue in the party has a +25 to disable device I believe. Very close to it anyway.
Originally Posted by Alabenson
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2009-12-18, 07:00 AM (ISO 8601)
- Join Date
- Jul 2009
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- In the T.A.R.D.I.S.
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Re: Trap DCs
+25, huh?
Magical traps are harder to find and disable than mechanical traps. Find a high level spell that replicates what you want the trap to do, and BOOM, you got a higher DC.Originally Posted by The Doctor
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2009-12-18, 07:27 AM (ISO 8601)
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- Aug 2008
Re: Trap DCs
That still caps at 34 for a 9th level spell. Meaning he defuses it on a 9.
Originally Posted by Alabenson
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2009-12-18, 07:44 AM (ISO 8601)
- Join Date
- Oct 2009
Re: Trap DCs
Lower visibility with fog, distract them with a lone kobold wizard 1, just ad los of circumstantial bonuses to the DC.
"Now if you don't mind, I am somewhat preoccupied telling the laws of physics to shut up and sit down."
You know you're an epic wizard when you use a stilled silent extended quickened Gust of Wind spell to blow out the candles of your candle covered birthday cake.
Adventurers steal everything thats not nailed down. And what is. And the nails. After all, a bag full of nails can fetch a pretty penny. No doubt they'll weaponize it, too.
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2009-12-18, 08:24 AM (ISO 8601)
- Join Date
- Jul 2008
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- Italy
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Re: Trap DCs
In dungeonscape, mainly and secrets of xen'drik, too, there are rules to pimp traps and brand new trap concept. If you want to "surprise" (grin) your players take a look on that.
Work around the problem. And if you want to hear my opinion, if the player invested resources in disable devices, reward him.
Just remember to have no mercy next time he miss to check if a door is trapped