Page 2 of 2

Re: Improve trap potency

Posted: Tue Sep 08, 2020 6:38 am
by Thaelis
Valefort wrote: Mon Sep 07, 2020 3:54 pm Besides tweaking the values of the existing traps it should be possible to add some, need more dispel and breach traps 0:)
Sundren used to have an Indiana Jones style dungeon with various traps, including one that cast Curse of Impending Blades, that was pretty nasty.

Unfortunately a Lesser Restoration potion removes curses too, making it an easy fix after the first time :x

Otherwise it would have been quite a scary trap! (2 AC loss is nothing to be snickered at)

Re: Improve trap potency

Posted: Sun Nov 01, 2020 6:09 am
by Valefort
Any feedback from trap users on the changes so far ?

Re: Improve trap potency

Posted: Sun Nov 01, 2020 8:07 am
by Kitunenotsume
For clarity: was there a change we were supposed to be looking for, or were you expecting suggestions?

I've only seen a change committed to fix the acid traps, but nothing for trap scripts themselves. If there was something else to look for, I haven't noticed anything? but I also haven't been actively dungeoneering since the loot overhaul fell into place.

Re: Improve trap potency

Posted: Sun Nov 01, 2020 8:20 am
by Valefort
Nevermind I forgot to commit those changes :doh:

Spike traps

Minor : 2d6, DC 15
Average : 3d6, DC 15 -> 4d6
Strong : 5d6, DC 15 -> 8d6
Deadly : 25d6, DC 15

Reflex for half, evasion for 0.

Holy traps

Minor : 2d4
Average : 3d4
Strong : 6d4
Deadly : 8d4
Fatal: 12d4 Divine / 16d10 vs Undead
Epic: 16d4 Divine / 20d10 vs Undead

No save

Tangle traps

Minor : 3 rounds, DC 20, small radius -> medium radius
Average : 4 rounds, DC 25, small radius -> medium radius
Strong : 4 rounds, DC 30, medium radius -> large radius
Deadly : 5 rounds, DC 35, medium radius -> large radius

Acid splash traps

Minor : 3d6 damage, DC 15 reflex to avoid 2 rounds hold with DC 15 fort.
Average : 5d6 damage, DC 20 reflex to avoid 3 rounds hold with DC 20 fort.
Strong : 12d6 damage, DC 25 reflex to avoid 4 rounds hold with DC 25 fort.
Deadly : 18d6 damage, DC 25 reflex to avoid 5 rounds hold with DC 25 fort.
Fatal: 22d6 damage, DC 28 reflex to avoid 4 rounds hold with DC 25 fort.

Fire traps

Minor : 5d6, DC 18, small radius
Average : 8d6, DC 20, small radius -> DC 22
Strong : 15d6, DC 23, medium radius -> DC 26
Deadly : 25d6, DC 26, medium radius -> DC 30
Fatal : 30d6, DC 36, medium radius -> 35d6 DC 34
Epic: 50d6, DC 33, medium radius -> DC 38

Reflex for half, evasion for 0.

Electric trap

Minor : 8d6, DC 19, up to 3 targets in a large radius
Average : 15d6, DC 22, up to 4 targets in a large radius
Strong : 20d6, DC 26, up to 5 targets in a large radius
Deadly : 30d6, DC 28, up to 6 targets in a large radius
Fatal : 40d6, DC 30, up to 6 targets in a large radius
Epic: 60d6, DC 35, up to 6 targets in a large radius

Reflex for half, evasion for 0.

Gas traps

Minor : Giant wasp poison, DC 18, 1d6 DEX damage, 1d6 DEX damage
Average : Deathblade, DC 20, 1d6 CON damage, 2d6 CON damage
Strong : Dark Reaver powder, DC 26, 2d3 CON damage, 2d6 CON damage
Deadly : Black lotus, DC 22, 1d6 CON damage, 2d6 CON damage

Exchange Strong and Deadly poison.

Frost traps

Minor : 2d4, DC 12, 1 round
Average : 3d4, DC 13, 2 rounds -> 4d4
Strong : 5d4, DC 14, 3 rounds -> 8d4
Deadly : 8d4, DC 15, 4 rounds -> 16d4
Epic: 40d4, DC 30, 4 rounds

Fort to avoid the paralysis.

Negative energy traps

Minor : 2d6, DC 12, -1 STR
Average : 3d6, DC 15, -1 STR -> 4d6
Strong : 5d6, DC 18, -2 STR -> 8d6
Deadly : 8d6, DC 21, -1 level -> 16d6

Fort save to avoid the drain.

Sonic traps

Minor : 2d4, DC 12, 2 rounds stun
Average : 3d4, DC 14, 2 rounds stun -> 4d4
Strong : 5d4, DC 17, 3 rounds stun -> 8d4
Deadly : 8d4, DC 20, 4 rounds stun -> 16d4
Fatal : 12d4, DC 35, 2 rounds stun -> 30d4, DC 25, 4 rounds
Epic : 40d4, DC 30, 4 rounds stun

Will DC, medium radius for all

Acid splash traps

Minor : 2d8, DC 12 -> DC 18
Average : 3d8, DC 14 -> 5d8, DC 22
Strong : 5d8, DC 17 -> 10d8, DC 26
Deadly : 8d8, DC 20 -> 20d8, DC 30

Reflex for half, evasion for 0

Re: Improve trap potency

Posted: Sun Nov 01, 2020 1:42 pm
by Kitunenotsume
Oh, cool! I'll take a look when I see them get in game.

I see you have Acid Splash on there twice though, so presumably the first should be "Acid Blob" and is untouched.

Re: Improve trap potency

Posted: Wed Nov 04, 2020 10:42 pm
by Kitunenotsume
I see that you have it outlined to change the DCs for Acid splash, presumably because it's entirely save-based.

Any considerations on adjusting Spike or Frost DCs? Frost, at the very least goes from 15 to 30, which is a bit nonlinear.

Re: Improve trap potency

Posted: Thu Nov 05, 2020 3:39 am
by Valefort
For now I'll let spikes remain at 15 everywhere, Frost DC I missed those and there should be some progression albeit a minor one as this is quite a dangerous to get paralyzed.

Re: Improve trap potency

Posted: Wed Sep 20, 2023 2:08 pm
by Kitunenotsume
I'm aware this thread has been some time resolved, but questions about traps, their potency, and why evasion does not always apply appear fairly frequently and result in pointing to this thread.

While it is almost 3 years after the posting, I have gone and updated the wiki page on Traps with the data provided in this thread, and it is now updated to the best of my knowledge:

https://wiki.bgtscc.net/index.php?title=Trap

If there are any errors seen, you are welcome to let me know and I can try to find correct information.

Re: Improve trap potency

Posted: Fri Sep 22, 2023 11:30 am
by Louvaine
I saw this recently and coincidentally am making a drow that'll use traps. First off, splendid work on wiki. Second off, I'll be sure to check the numbers and feed any potential differences.