[Churchofgaming] This is why 4th Ed D&D is Warped...
lev at rpgreview.net
lev at rpgreview.net
Sat Jul 30 23:57:33 UTC 2011
> How much damage does running into a wire do?
>
> But consider, it's a mundane trap aimed at a level 12+ opponent. Let's
> say it's a CR 10 trap. Then the MINIMUM COST is 1,000 GP. So the wire
> costs 333 GP, it is DC 30 to rig the wire between two trees at the
> right height, and a master trap-smith with a team of five skilled
> assistants can tie the wire off in ONLY 11 and a fraction weeks of
> full time work (in the middle of the road). Of course to get the cost
> that low I had to give it EVERY possible disadvantage, one use no
> reseting, reflex save DC to avoid of 19 or less, AND an attack bonus
> of +9 or less.
>
> A more "reasonable" CR 10 wire trap is 10,000 GP and the wire costs
> 3,333 GP and takes noticably more than two years to rig. So I don't
> think this is a real threat!
This is about right, even if it seems initially counter-intuitive.
Consider the difficulty level; this is a CR10 trap, designed to catch a
high-level wizard, not a Prestidigitator, Evoker, Conjurer or even a
Sorcerer. No, we're talking wizards here, and anything less they will
avoid trivially..... We're talking a CR which is more dangerous that
Caustic Geyser, and equivalent to an Electrified Floor (p91 DMG 4ed).
The same trap made as CR 1 would be a lot cheaper and easier to produce.
HTH, Lev
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