In working on the MyD20 Lite Referee's Guide today, I developed a quick section on designing traps that is similar to the section I have for creating new monsters. I’m providing a sneak peek at that section below. In addition, I’m providing some basic traps for simply plug-and-play use, and a few other tidbits as well.
Designing A Trap
When building a trap from scratch, the following table offers some suggested values for use in the trap's stat block, based on the desired Challenge Rating (CR) of the trap.
CR XP Attack Bonus Attack Dmg Ongoing Dmg Difficulty Max Spell Lvl 1/2 150 +1 1d8 1d4 12 1 1 300 +2 1d8 1d4 13 1 2 450 +3 2d6 1d4 13 1 3 600 +4 2d6 1d6 14 2 4 900 +6 2d6 1d6 15 2 5 1,200 +7 3d6 1d6 15 3 6 1,800 +8 4d6 2d6 16 3 7 2,400 +9 4d6 2d6 17 4 8 3,600 +10 4d6 2d6 18 4 9 4,800 +12 5d6 2d6 18 5 10 7,200 +13 5d6 2d6 19 5 11 9,600 +14 5d6 2d6 19 6 12 14,400 +15 6d6 2d6 20 6 13 19,200 +16 6d6 3d6 21 7 14 28,800 +18 6d6 3d6 22 7 15 38,400 +19 6d6 3d6 22 8 16 57,600 +20 6d6 3d6 23 8 17 76,800 +21 6d6 3d6 24 9 18 115,200 +22 7d6 3d6 24 9 19 153,600 +24 7d6 3d6 25 9 20 230,400 +25 7d6 3d6 26 9
CR: The CR of a trap is equivalent to a monster of the same Challenge Rating.
XP: The XP value of a trap is equivalent to that of a monster of the same Challenge Rating.
Attack Bonus: For traps that utilize an attack roll, such as those involving weapons, this is the suggested attack bonus for such attacks.
Attack Dmg: For traps that utilize attack rolls or that inflict damage once after being activated, this is the suggested damage that could be inflicted by the trap.
Ongoing Dmg: For traps that inflict ongoing damage, such as poison traps, this is the suggested ongoing damage value.
Difficulty: For traps that require a saving throw instead of an attack roll, this is the suggested Difficulty of that save.
Max Spell Lvl: For traps that emulate a spell effect, this is the maximum level of spell suggested for a trap of this Challenge Rating.
The Attack Damage values are based on the Moderate Damage column I provided in a previous post when crunching the numbers on monsters, while the Ongoing Damage values come from the Least Damage column of that same post. These are, of course, based on CR, not Hit Dice. So, what do you think? Any suggestions, comments or other thoughts?
Enjoy,
Flynn
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