
MysticYeti |
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All in all, the traps look pretty cool. Armageddon Orb especially tickles my fancy.
Having traps roll Stealth makes sense. The notation feels counterintuitive, though that may be force of habit.
Some traps could benefit from involving more skills. Magical traps, like disarming Armageddon Orb with a gruiling Thievery or Arcana check.
I don't think the trap DCs should be so proficiency level dependant. It's more to spend time on for resolving traps and more to think about when character building and neither in a way that seems fun to me. Personally, I'd rather have most traps that care only care if you were trained or not. Do you actually know how use those thieve's tools? Okay, good to go! The Armageddon Orb, though, seems like a perfect exception. An epic trap should take a legendary (and fireproof) thief.
I do like the the haunt having a lower DC for using Religion as opposed to Diplomacy. Going with my previous suggestion, you'd have to be trained in Religion to get the lower DC but be able to Diplomacize untrained at a higher DC.