Please tell me what saving throw category (if any) you would use to:
1) Avoid a mechanical, arrow-launching trap.
2) Jump off the floor of a collapsing room before you are dead and buried under a ton of rubble.
3) Avoid falling into a covered pit trap you just walked on.
4) Avoid a massive stone block crashing onto you from the ceiling.
Just wondering how you'd rule on these.
What Saving Throw category would you use for...
- Benoist
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What Saving Throw category would you use for...
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Re: What Saving Throw category would you use for...
Probably petrification. IIRC at low levels that's the saving throw that thieves are better at than any other class, and I would want thieves to be the best at saving against the situations you describe.
If not petrification, than I would also consider breath weapon, if the situation were unusually perilous.
If not petrification, than I would also consider breath weapon, if the situation were unusually perilous.
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Re: What Saving Throw category would you use for...
1) This is best done as a "to hit" roll by the trap. Just pick the trap's fighter level.
2) Breath weapon, but *ONLY* if player(s) *IMMEDIATELY* call out the action.
3) No save. You walked on it.
4) No save. You should have checked for traps, or you should have had a better thief.
2) Breath weapon, but *ONLY* if player(s) *IMMEDIATELY* call out the action.
3) No save. You walked on it.
4) No save. You should have checked for traps, or you should have had a better thief.
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Re: What Saving Throw category would you use for...
Food for thought. Keep them coming.
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- thedungeondelver
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Re: What Saving Throw category would you use for...
In order:
To hit versus player's armor class with the "trap" having a THAC0 of 15. Either it hits or does not.
As to the rest? No save - perhaps the first one if it is a "natural" happening (that is, not a deliberate trap). I'd give a Dwarf a chance under special racial abilities to notice that might happen. The rest need to be detected as traps, because that's what they are (come to think on it the other two are stonework traps as well...)
To hit versus player's armor class with the "trap" having a THAC0 of 15. Either it hits or does not.
As to the rest? No save - perhaps the first one if it is a "natural" happening (that is, not a deliberate trap). I'd give a Dwarf a chance under special racial abilities to notice that might happen. The rest need to be detected as traps, because that's what they are (come to think on it the other two are stonework traps as well...)
Re: What Saving Throw category would you use for...
I'd go with Petrification typically for most if not all of these (as I see it there's always a chance the trap bounces off armor, the components are old/weak, someone happens to move at the last second (dumb luck or 6th sense) someone spots something and yells duck" etc.). I do throw in more traps so maybe it works out.
Alot depends on the description of the trap. I think in B1 there's a trap that has the entire floor of a room collapse (dropping you into a pool of water far below into level 2) specifically saying no save. If the PCs were standing on a floor that collapsed due to age (rather then a trap), I might have them role their dex or lower on 3d6 (picturing the earth shaking before the collapse) to me that seems reasonable.
Alot depends on the description of the trap. I think in B1 there's a trap that has the entire floor of a room collapse (dropping you into a pool of water far below into level 2) specifically saying no save. If the PCs were standing on a floor that collapsed due to age (rather then a trap), I might have them role their dex or lower on 3d6 (picturing the earth shaking before the collapse) to me that seems reasonable.
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Thomas Jefferson in letter to Madison
Back in the days when a leopard could grab and break your Australopithecus (gracile or robust) nek and drag you into the tree as a snack, mankind has never had a break"
** Stone Giant
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Re: What Saving Throw category would you use for...
First impressions:
1. R/S/W: like dodging a beam.
2. Para: having to will immediate movement
3. As per 2.
4. Breath Weap: because of large incoming blast.
1. R/S/W: like dodging a beam.
2. Para: having to will immediate movement
3. As per 2.
4. Breath Weap: because of large incoming blast.
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