Re: Traps
Posted: Mon Mar 19, 2012 11:29 pm
If I roll an attack first, to see if the trap "comes close" to hitting... well, honestly, that nerfs the trap.Steveman wrote:I would allow two rolls, because I feel when its not a normal weapon attack, having the players interact with the trap on a dice-level engages the player better.
An average starting fighter might have AC 15 or 16; let's call it a 25% chance to be hit. If he also gets a saving throw, say vs. Death Ray (a common choice for a physical trap), he has a 45% chance to save. This reduces his overall chance of being hurt to 55% of 25%, or just 13.75%.
Hardly worth being scared of.
So let's imagine a nasty trap, with an Attack Bonus of +6. Against our beginner fighter, there is now a 55% chance he'll be hit... but his 45% chance to save means that he still has just a 30.25% chance to be hurt.
Ignoring my mechanical preference for a single determining roll, which I would likely be a stickler about on any official supplement... it's just too nice to the players.
And turn it around backwards. Suppose your players set a trap for a monster party... they're going to howl in frustration as the trap fails to impress more than a handful of the monsters.
It's true, you could use a harder saving throw, or a higher attack bonus, or both... but using both is an unnecessary complexity. Frankly, when you talk about engaging your players, only a saving throw does that; a roll to hit made by the GM is not much engagement at all. For this reason, I prefer to use saving throws for most traps, only using attack rolls for those things that behave like normal weapons.
A single spear or crossbow? Roll to hit.
A volley of darts? Saving throw.
The ceiling falls on all within a square? Saving throw.
An axe swings down from the ceiling? Roll to hit.