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Thread: Traps - Overpriced?
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2007-02-28, 05:04 AM (ISO 8601)
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Traps - Overpriced?
I was looking through the traps section of the SRD, and my jaw hit the floor... is this what traps cost? This is insane? Lets take the first trap as an example:
Basic Arrow Trap: CR 1; mechanical; proximity trigger; manual reset; Atk +10 ranged (1d6/x3, arrow); Search DC 20; Disable Device DC 20. Market Price: 2,000 gp.
So, for a CR 1 difficulty, I have a trap that can be found at DC 20 (typical 1st level rogue finds on a 14+), disarmed at DC 20, and not only does it shoot only once (note the manual reset), but it could end up missing the character!
And to put it in perspective, for 185 gp I can pay for an animate dead (150), give the skeleton a bow and 100 arrows (35), stick it behind a murder hole, and it'll shoot a lot more than once.
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2007-02-28, 05:20 AM (ISO 8601)
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Re: Traps - Overpriced?
Nevermind how long it takes you to make traps, due to the way the crafting system works in conjunction to the ludicrously expensive traps.
Apparantly it takes several weeks to tie a string across a hallway...
Edit: Well, to be more blunt... I agree, traps are entirely too expensive for feasibility. Perhaps just to keep them out of the player's hands?Last edited by Kantolin; 2007-02-28 at 05:21 AM.
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2007-02-28, 05:24 AM (ISO 8601)
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2007-02-28, 05:28 AM (ISO 8601)
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Re: Traps - Overpriced?
A skeleton has all the weapon proficiencies of its base crature. With a human warrior as the base creature a skeleton can use a bow.
Last edited by Amiria; 2007-02-28 at 05:28 AM.
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2007-02-28, 05:32 AM (ISO 8601)
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2007-02-28, 05:44 AM (ISO 8601)
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Re: Traps - Overpriced?
The most ridiculous bit is that for their CR, the magical traps are almost always more effective and cheaper. Gah.
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2007-02-28, 05:54 AM (ISO 8601)
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Re: Traps - Overpriced?
Yes, as far as I can see it cost about 500gp to dig a hole and cover it with branches
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2007-02-28, 05:57 AM (ISO 8601)
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Re: Traps - Overpriced?
I agree, traps are entirely too expensive for feasibility. Perhaps just to keep them out of the player's hands?Last edited by Cubey; 2007-02-28 at 05:58 AM.
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2007-02-28, 06:02 AM (ISO 8601)
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Re: Traps - Overpriced?
The prices apparently assume you're melting down the gold pieces to use as raw materials.
Why would any BBEG do this?
Because they can.Last edited by Bouldering Jove; 2007-02-28 at 06:02 AM.
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2007-02-28, 06:24 AM (ISO 8601)
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Re: Traps - Overpriced?
But you see, traps only cost money when the players make them. Bad guys can magically conjure them to fill the halls of their lairs and the traps will just appear, assuming that they're of an appropriate CR to the party about to encounter them.
So the only reason to have a price on traps is for when players want to make them. In which case the price is going to be ridiculously high, to motivate the players to stop messing around with tripwires and flasks of acid and get back to the adventure.
Hence, expensive traps.
- Saph
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2007-02-28, 06:25 AM (ISO 8601)
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Re: Traps - Overpriced?
Because the BBEG does not fall into the wealth by level bit, barring an overly literal DM. Honestly, traps are a good way to ostentatiously guard a place, without including anything the pcs might decide to run off with (I don't use adamantine doors for this reason).
Yeah, that pit might be five hundred gold to buy, but the PCs can't sell it for even a pittance, presuming they can figure out a way to take it with them (And I wouldn't put it past 'em)."It does me no injury for my neighbor to say there are twenty gods or no god. It neither picks my pocket nor breaks my leg."
- Thomas Jefferson
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2007-02-28, 12:11 PM (ISO 8601)
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2007-02-28, 12:17 PM (ISO 8601)
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Re: Traps - Overpriced?
Hold on a minute! I think we've finally figured out that crazy piece of D&D economics. Allow me to present it in theoretical form.
C=T(ext)
where C= the cost, in gp, of trade goods produced by means of Cheese (such as hacked-off iron walls, salt created from flesh-to-salt'ed cows, etc)
and T(ext) = the extra cost beyond sane prices, in melted-down gp, of Traps used in BBEGs' lairs.
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2007-02-28, 12:19 PM (ISO 8601)
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2007-02-28, 12:20 PM (ISO 8601)
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Re: Traps - Overpriced?
I personally divide trap prices by 10 and cut crafting time for those with Craft (Trapmaking) of at least 5 to "30 minutes-Craft check".
Last edited by Fax Celestis; 2007-02-28 at 12:22 PM.
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2007-02-28, 12:22 PM (ISO 8601)
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Re: Traps - Overpriced?
A variation of the classical 10ft by 10ft room with an orc guarding a chest.
The 10x10ft pit trap with an orc guarding a chest.
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2007-02-28, 12:29 PM (ISO 8601)
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2007-02-28, 02:32 PM (ISO 8601)
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Re: Traps - Overpriced?
Just in case the PCs decide they want to take it with them?
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2007-02-28, 02:42 PM (ISO 8601)
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Re: Traps - Overpriced?
Just make all your traps magical. You don't even need skill ranks or a feat to make magic traps.
"Sometimes, we’re heroes. Sometimes, we shoot other people right in the face for money."
-Shadowrun 4e, Runner's Companion
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2007-02-28, 03:05 PM (ISO 8601)
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2007-02-28, 03:06 PM (ISO 8601)
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Re: Traps - Overpriced?
This gives me an idea for a variant of the portable hole: the portable pit trap.
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2007-02-28, 03:12 PM (ISO 8601)
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2007-02-28, 03:15 PM (ISO 8601)
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Re: Traps - Overpriced?
Imagine all the practical jokes you could have with one of those
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2007-02-28, 03:16 PM (ISO 8601)
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2007-02-28, 03:49 PM (ISO 8601)
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Re: Traps - Overpriced?
I've considered doing that myself... as a somewhat related question, do oozes need to breathe?
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2007-02-28, 03:59 PM (ISO 8601)
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Re: Traps - Overpriced?
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2007-02-28, 04:01 PM (ISO 8601)
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Re: Traps - Overpriced?
Damn. There goes my "Portable Hole with a Permanent Image over it, and a Gelatinous Cube in it" idea.
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2007-02-28, 04:08 PM (ISO 8601)
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Re: Traps - Overpriced?
And how exactly can you tell if you've smothered an ooze?
I would think that the goo is still both acidic and paralytic, and that your own weight will push you in far enough to Engulf; in fact, I would make a case for resurrecting the Cube if it got food less than 1d6 days after suffocation.Last edited by Inyssius Tor; 2007-02-28 at 04:12 PM.
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2007-02-28, 04:09 PM (ISO 8601)
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Re: Traps - Overpriced?
It stops burbling.
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2007-02-28, 05:36 PM (ISO 8601)
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Re: Traps - Overpriced?
My favorite trap of all time:
15 ft wide chasm (too short to waste Fly for) over a sufficiently deep drop to kill the party (or the bottom is somehow dangerous. Possibly spikes. Or gelatinous cubes.)
Perfectly smooth walls/floor so there's no obvious reason to attempt using a grappling hook.
And just before the far edge of the chasm you place a permanent Wall of Force. Early on it's an almost guaranteed way to show your PCs you don't mind killing off their meatshield or skillmonkey.