
Cerealkiller |

I read in a book awhile ago I am not sure witch one. Traps and treachery or dungeonscape something along those lines. It spoke of when to spring a trap and the initiative order of a trap. I rember reading something like you should let all of the players move after they have moved the trap becomes active or is triggered. How would you determine who is affected and who is not. Does every on get a reflex save or do I just make an attack roll. I am not sure of the proper way of using traps and would like more input and suggestions.

wraithstrike |

I read in a book awhile ago I am not sure witch one. Traps and treachery or dungeonscape something along those lines. It spoke of when to spring a trap and the initiative order of a trap. I rember reading something like you should let all of the players move after they have moved the trap becomes active or is triggered. How would you determine who is affected and who is not. Does every on get a reflex save or do I just make an attack roll. I am not sure of the proper way of using traps and would like more input and suggestions.
It depends on the trap. If the trap has an AoE then those outside of the AoE are safe. For attack based traps normally only the person that triggered it will be hit. If you have an example from a book it will be easier to explain.

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The trap acts immediately upon the action that triggered it. For example, if it triggers on someone moving into its square, the character moves into that square, then the trap applies its effect to everyone it can affect at that moment.
Place everyone else as if the party were moving simultaneously in their declared marching order, unless you're already in combat initiative or some other situation where players have told you where their characters are.
Whether it gives a saving throw, makes an attack roll or simply works automatically and what area it affects depend on the trap's description. If it doesn't say, it probably only affects the character who triggered it.

BloodBought |

You're thinking of the 'Encounter Traps' (or something similar) from Dungeonscape (ironically a book which was helped in the writing by some of our very own Paizonians). Essentially they were traps that worked more akin to entire encounters. Lemme pull out a quick sample...
Here we go, this simple encounter trap consisted of a room with some sort of desirable objective in the center of it, along with a small pillar with a gem on it. All along the length of the floor run slots. The 'trap' itself actually is sprung when the first PC enters the room, but doesn't act until it's initiative count. This could lead to some awkward surprises for whoever beats the trap on initiative since they then get surprised by the attacking swords springing up and sweeping across the slots. The trap lasts for a set number of rounds, the idea being that the PCs either have to withdraw completely (which hopefully they're already too committed to do that) or proceed in order to reach the gem, which is the power mechanism that will disable the trap and allow them to retrieve the desired object. Essentially, the traps are treated as 'creatures' for the purposes of combat.

Cerealkiller |

You're thinking of the 'Encounter Traps' (or something similar) from Dungeonscape (ironically a book which was helped in the writing by some of our very own Paizonians). Essentially they were traps that worked more akin to entire encounters. Lemme pull out a quick sample...
Here we go, this simple encounter trap consisted of a room with some sort of desirable objective in the center of it, along with a small pillar with a gem on it. All along the length of the floor run slots. The 'trap' itself actually is sprung when the first PC enters the room, but doesn't act until it's initiative count. This could lead to some awkward surprises for whoever beats the trap on initiative since they then get surprised by the attacking swords springing up and sweeping across the slots. The trap lasts for a set number of rounds, the idea being that the PCs either have to withdraw completely (which hopefully they're already too committed to do that) or proceed in order to reach the gem, which is the power mechanism that will disable the trap and allow them to retrieve the desired object. Essentially, the traps are treated as 'creatures' for the purposes of combat.
Yes exactally, I will ahve to read up on that thank you.