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View Full Version : Another trapmaking disappointment



Draccus
07-16-2010, 11:30 PM
The traps have a rather short duration.

I was standing around the first door in ToD and waiting a DC to reconnect. Bored, I headed to the door and set a Deadly Fire Trap. My thought was that the tieflings would get blasted by it as soon as they ran through. I set the trap and the red gem lit up.

A couple minutes later, *click* the red gem turns off. The trap didn't fire when the mobs ran past it.

Give the very, VERY low cost to benefit ratio, I would expect these things to be permanent until triggered.

toughguyjoe
07-16-2010, 11:33 PM
How much damage do you get off a "deadly" trap?

Jay203
07-17-2010, 12:15 AM
How much damage do you get off a "deadly" trap?

for that particular one?
none :p:p:p:p

Draccus
07-17-2010, 09:05 AM
for that particular one?
none :p:p:p:p

Exactly!

The damage from a Deadly Mine is 50d6, so 50-300 hit points, or 175 average.

Deadly grenades do 30d6. I made 10 of those just to test them and used them in Epic Tides. Using 10 grenades against big groups of epic rats, the most damage I saw was a whopping 86.

dunklezhan
07-17-2010, 09:19 AM
query: do traps have a crit range? What's the multiplier if so?

And if they don't.... why the heck not? Mechanics PrEs and items could have increased crit enhancements available, and they might actually be worth it then. A bit.