Not sure where to put this. I was thinking of making a Feature Request but I am not sure what the encounter builder entails already which makes me worry this would be redundant. Also, I figured it might not be a bad idea to refine the feature description a bit so it would be clear goal.
I want traps in the encounter builder but I want and option for "random advanced trap" button. What does "advanced traps" mean to me?
1. Multiple options of skill check approach. Example 1: Perception (wisdom) DC15, Investigation (Intelligence) DC10, Survival (wisdom) DC15 if outdoors to spot. Example 2: Thieves tools (Dexterity) DC15 to disarm Survival (wisdom) DC15 if outside, Strength check DC18 to Break (failure results in no save), Intelligence check DC17 to jam Example 3: Failed disarm mitigation DC15 Dexterity save for half, DC20 Strength save hold trap in place for one more attempt, DC16 Con save to hold shield in place to stop damage. Example 4: Lock -Thieves Tools (Dexterity) DC16 to Unlock, Strength check DC19 to break, Wisdom check DC25 to see a way to bypass the lock.(reach through the trap and unlock it.)
2. levels of success with good rolls Example: DC notice trap, DC +5 notice trap and understand it (Player Knows DC), DC +10 notice trap, understand it, and see how to disarm it (Party gets advantage on disarm test even if no one else is proficient to provide the help action) Example: DC disarm trap, DC +5 Disarm trap keep any poison and/or projectile components.
I like this because it provides a method of disarming traps and unlocking door etc even if the party rogue does not show up or their simply isn't one. It also provides for out door snares etc for the ranger to see and solve. In theory it could also allow the group to work to disarm traps instead of just the rogue. For example, a trap could be outside, have a lower survival DC and a lower strength DC to break, meaning it would be more likely for the Ranger to spot while scouting and perhaps ask the Barbarian to break before entering a groove where moving through and disarming the trap you see might make more since than avoiding it only to run into another trap. Perhaps, a Wizard finds a trap searching a room, has a fighter block with a shield while he tries to push an immovable rode into part of it so he can safely open the drawer without the trap moving. Sure if you have rogue and the rogue is there your likely to call them over. That is why I recommend this being an alternate. So you have a "Random Simple Trap" and a "Random Advanced Trap" button. A simple trap might be very standard typical rogue only design to reduce text and interruption while at the same time providing a moment for the rogue/scout to step in the light for a bit and create a since of danger for the party. Advanced traps might be more incline to be lethal bearers where combatants might not normally be (like a seal vault that anything living would have died long ago but it is owned by someone who would not have undead or golem guards perhaps the loot of pirate horde sealed tight and protected but not "guarded") but at the same time they provide more means and layers of approach so its not a requirement to sacrifice a player character to move forward when it turns up on the door you need to enter to continue the story. Both could have random damage, damage type, skill test DCs , and save DCs based on party level.
I could see an argument for a "Random Puzzle Trap" based of Zanthar's but I feel like some of those are good for the "random advanced traps" button with a little description text but when you get to puzzle traps they really need to be design by the GM. If not, they slow the game down while the GM figures out what's going on and how to run it which is pretty much the opposite of the intended automation. It also tends to be that GMs build them for a purpose other than just establishing danger and so they tend to be far more customized which seems hard and perhaps pointless to automate.
I have actually made a macro in roll20 for random simple and advanced traps that indicate locks and I use a formula that calls for "party level" to adjust DC slightly. It works but D&D Beyond it heading toward a much more stream lined direction with superior polish. I am thinking if I can make a my little macro work they could do something amassing.
… Perhaps campaign dependent trap trends? Scaling to number and difficulty.
Rollback Post to RevisionRollBack
The lack of inflection in text means that a reader of any post adds their own inflection as they "verbalize" it in their head. I write long and repetitive in an effort to be clear and avoid my intent from being skewed or inverted. I am also bad at examples. It is common for people to skim my posts pull out the idea they think I mean or want to argue against or focus on my bad example instead of the point I am actually trying to make. I apologies for the confusion my failure to be clear and concise creates.
Would also like some means to capture traps in the encounter builder. Somewhere other than notes. I assume this is going to be a part of the Maps feature.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Not sure where to put this. I was thinking of making a Feature Request but I am not sure what the encounter builder entails already which makes me worry this would be redundant. Also, I figured it might not be a bad idea to refine the feature description a bit so it would be clear goal.
I want traps in the encounter builder but I want and option for "random advanced trap" button. What does "advanced traps" mean to me?
1. Multiple options of skill check approach.
Example 1: Perception (wisdom) DC15, Investigation (Intelligence) DC10, Survival (wisdom) DC15 if outdoors to spot.
Example 2: Thieves tools (Dexterity) DC15 to disarm Survival (wisdom) DC15 if outside, Strength check DC18 to Break (failure results in no save), Intelligence check DC17 to jam
Example 3: Failed disarm mitigation DC15 Dexterity save for half, DC20 Strength save hold trap in place for one more attempt, DC16 Con save to hold shield in place to stop damage.
Example 4: Lock -Thieves Tools (Dexterity) DC16 to Unlock, Strength check DC19 to break, Wisdom check DC25 to see a way to bypass the lock.(reach through the trap and unlock it.)
2. levels of success with good rolls
Example: DC notice trap, DC +5 notice trap and understand it (Player Knows DC), DC +10 notice trap, understand it, and see how to disarm it (Party gets advantage on disarm test even if no one else is proficient to provide the help action)
Example: DC disarm trap, DC +5 Disarm trap keep any poison and/or projectile components.
I like this because it provides a method of disarming traps and unlocking door etc even if the party rogue does not show up or their simply isn't one. It also provides for out door snares etc for the ranger to see and solve. In theory it could also allow the group to work to disarm traps instead of just the rogue. For example, a trap could be outside, have a lower survival DC and a lower strength DC to break, meaning it would be more likely for the Ranger to spot while scouting and perhaps ask the Barbarian to break before entering a groove where moving through and disarming the trap you see might make more since than avoiding it only to run into another trap. Perhaps, a Wizard finds a trap searching a room, has a fighter block with a shield while he tries to push an immovable rode into part of it so he can safely open the drawer without the trap moving. Sure if you have rogue and the rogue is there your likely to call them over. That is why I recommend this being an alternate. So you have a "Random Simple Trap" and a "Random Advanced Trap" button. A simple trap might be very standard typical rogue only design to reduce text and interruption while at the same time providing a moment for the rogue/scout to step in the light for a bit and create a since of danger for the party. Advanced traps might be more incline to be lethal bearers where combatants might not normally be (like a seal vault that anything living would have died long ago but it is owned by someone who would not have undead or golem guards perhaps the loot of pirate horde sealed tight and protected but not "guarded") but at the same time they provide more means and layers of approach so its not a requirement to sacrifice a player character to move forward when it turns up on the door you need to enter to continue the story. Both could have random damage, damage type, skill test DCs , and save DCs based on party level.
I could see an argument for a "Random Puzzle Trap" based of Zanthar's but I feel like some of those are good for the "random advanced traps" button with a little description text but when you get to puzzle traps they really need to be design by the GM. If not, they slow the game down while the GM figures out what's going on and how to run it which is pretty much the opposite of the intended automation. It also tends to be that GMs build them for a purpose other than just establishing danger and so they tend to be far more customized which seems hard and perhaps pointless to automate.
I have actually made a macro in roll20 for random simple and advanced traps that indicate locks and I use a formula that calls for "party level" to adjust DC slightly. It works but D&D Beyond it heading toward a much more stream lined direction with superior polish. I am thinking if I can make a my little macro work they could do something amassing.
… Perhaps campaign dependent trap trends? Scaling to number and difficulty.
The lack of inflection in text means that a reader of any post adds their own inflection as they "verbalize" it in their head. I write long and repetitive in an effort to be clear and avoid my intent from being skewed or inverted. I am also bad at examples. It is common for people to skim my posts pull out the idea they think I mean or want to argue against or focus on my bad example instead of the point I am actually trying to make. I apologies for the confusion my failure to be clear and concise creates.
Would also like some means to capture traps in the encounter builder. Somewhere other than notes. I assume this is going to be a part of the Maps feature.