Traps and Hazards: Difference between revisions

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[[Category:Epic Path]]
Traps fall into three major categories:
{{:Magical Traps}}
{{:Mechanical Traps}}
{{:Architectural Traps}}


==Other Notes==
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.

Revision as of 15:07, 16 October 2021