Trap CRs -- Oh, really?


Pathfinder First Edition General Discussion

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magnuskn wrote:


That's my personal ruling of such a situation, you may handle it otherwise.

Yeah I prefer not to house rule the 'take 10' rule, though I know many people seem to either be confused, or in your case willfully changing them.

Personally I see that in ignorance of what the rule is meant to achieve, but perhaps it simply disagrees that it achieves it.

So I can properly categorize your house rule do you allow a take 10 for anything that one can not take 20 on? Or is it just 'being nervous' (which I've also seen.. if the player isn't nervous about it he's allowed to take 10 and if he is nervous then he's not!)?

-James


Shifty wrote:
Shadow_of_death wrote:
Best trap a pc can buy is a bear trap, cheap, really strong for its level (to get out of), and only a full round action to set it. My PC has four, they are magically enchanted by this point so there still relevant at mid level

+1 This.

The traps are a joke, the bear trap and 'poachers boot' are the only traps worth using. The CR and construction costs are laughably huge.

Like I mean really?

The Vietnam war must have cost trillons for the Viet Cong for all those improvised punji pits etc...

MINIMUM cost of a pit is 250gp?? What, does that come with the title deeds of the land as well or something?

this must be why all traps are useless - to make a decent one would cost more than the value of any items it would be used to protect.

;-)


A CR 1 pit isn't just a 10-foot deep hole in the ground. They're covered with something, as you wouldn't need a DC 20 perception check to notice and a DC 20 disable device to disable a Large hole in the ground.


Charender wrote:

I craft a suit of masterwork chainmail +20 take a 10 -> 30 at 900 sp per week -> 4 weeks

I craft a suit of mithril chainmail with the exact same skill -> 48 weeks.

I could understand mithril taking longer, but 12 times longer is just way out of whack. There are a lot of goofy things like that when it comes to crafting.

You want to really cry?

It takes ten times longer to craft a gold ring than an identical one except made of silver ;)

Anyway, trap rules are messed up. The make-your-own rules are terrible, but the example traps are often horribly mis-CRed.


Zmar wrote:
Actually I can imagine 20 ft pit costing a lot just try to find out how much it costs to have a well dug, and that is with modern tools and machinery. How much would you ask for digging 1 meter of packed earth and then chsseling two more through stone, no questions asked not remembered where it was?

\

Why can't you dig it yourself?

It's really not hard to dig a 10' x 10'x10' hole.
I have to dig stupid holes like that all the time with an entrenching tool. Tiring and tedious, sure, but not something it takes a feat of brilliance to achieve...! I wanna know where my 250gp is at :)

It'd be even easier to make a hole with magic...


Shifty wrote:
Zmar wrote:
Actually I can imagine 20 ft pit costing a lot just try to find out how much it costs to have a well dug, and that is with modern tools and machinery. How much would you ask for digging 1 meter of packed earth and then chsseling two more through stone, no questions asked not remembered where it was?

\

Why can't you dig it yourself?

It's really not hard to dig a 10' x 10'x10' hole.
I have to dig stupid holes like that all the time with an entrenching tool. Tiring and tedious, sure, but not something it takes a feat of brilliance to achieve...! I wanna know where my 250gp is at :)

It'd be even easier to make a hole with magic...

A 20x10x10 pit is 2000 cubic feet. Let's say you're digging through fairly loose soil and it only takes 10 minutes to dig 35 cubic feet (roughly one cubic meter). That's still roughly an hour of digging. Then there's the fact that you're at the bottom of a 20 foot deep hole in loose soil and cannot easily make your way back up again. Then there's the fact that you have to cover it with something so that people don't just walk around it. Then there's the fact that you have to protect it against erosion from rain.

And heaven forbid it's anything other than loose soil. Sand is basically impossible to dig holes of any depth in without using lots of braces; packed soil or soil with root systems will take much much longer to dig through; loose rock will be even worse; and solid rock will require vast amounts of time and specialized tools.

As for doing it magically, move earth costs a minimum of 1,320 gold to have cast for you (6th level spell x 11th level caster x 10g, times two casts because it only affects up to 10 feet of depth per cast) and 2000 cubic feet of stone shape prohibitively expensive (134 casts each costing 3 x 5 x 10 = 150 gold each = 20,100g).


I think traps should hamper the party as they are in combat or doing something else important.
* Wall Scythe Trap CR4 whilst crossing a narrow plank under enemy fire. The trap can be disabled from the other side (ie the rogue has to cross to disable it)
* Frost Fangs Trap (duration 3 rounds, 3d6 cold damage/round) at a locked door - did they notice the trap? Now how quickly can the rogue unlock the door? Throw in an Ice Golem for fun.
* Summon Monster trap (customise to the party's level) has a Perception DC 31 - put it next to a trap with a much lower Perception DC.
* A Pit trap (CR 1) full of water (CR +5) and an Ingested Poison, such as ID moss (CR +? ingested ones aren't listed). Place two of them in a row so that wizard has to make a 20' leap, and/or don't give them space for a running start. What's the ACP for breastplate, and do you have ranks in Swim to avoid swallowing the poisoned water?
* Cover the 'controls' for any trap with a contact poison - will the rogue dare touch it?
* Electric Arc trap on a wall section that needs to be climbed.
* Fireball trap having retrieved something valuable yet highly flammable.
* Camouflaged Pit Trap full of lantern oil, followed by Fireball Trap in the next room.
* Combine two deadly traps - Disabling one triggers the other, how do you want to die?
* Place a pit trip at the obvious source of cover.
* The door cannot open unless the trap is sprung.
* Add Alarm or some other loud effect to each trap, to alert the bugbears.
* Shocking Floor trap used when the enemy all have Fly.
* Swinging Axe Trap that will destroy the Glass Goddess statuette (value 2000gp) if it doesn't hit someone when triggered.
* An Improved Overrun or Bullrush or Trip trap (a heavy bag swinging round with CMB +10?, duration 2d4) triggered in combat. Naturally, the enemy knows where it is and how to use it to their advantage.

Make your own traps based on your favourite spells.
* A Colour Spray trap sprung during combat.
* A Bag of Trick trap. A new fuzz-ball falls from the roof every round till disabled.
* Fog Cloud and Summon Swarm (bats for the blind sense).
* Web and Alarm to alert the bugbears.
* Reverse Gravity traps with a spiked ceiling.

Augment the listed traps. Especially fun is changing Reset to Auto (CR +1) with poison dart/arrow/spear traps. Hit the PCs with multiple doses of poison.
Have the kobolds take cover behind crates that built in poison dart traps with auto reset.

Look at Haunts as an alternative to traps, but also as an inspiration for mundane traps.


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Fozbek wrote:
A 20x10x10 pit is 2000 cubic feet. Let's say you're digging through fairly loose soil and it only takes 10 minutes to dig 35 cubic feet (roughly one cubic meter). That's still roughly an hour of digging.

Believe me, I know all about digging. If you ever have the joy of serving as an Infantryman you will learn all you ever wanted to know about digging defensive positions... from small shell scrapes through to fighting bays, trenches etc.

When you are digging short term fortifications like that yuo are going to be spending more than an hour doing it, you might have your good self and a couple of friends digging for a good afternoon or more, and with scrubby little entrenching tools - not the best piece of gear, but works well enough.

If you aren't staying long then digging a pit (10' deep would be plenty) is something that can be achieved with just some sweat and tears... you don't need to protect it too well as it is there as a temporary defensive measure.

So why does it cost 250gp?

Similarly, if I could cast move earth why can't I just make a pit trap, why is it still 250gp to manufacture?

2nd ed did improvised traps MUCH better.


Now I see the source of the confusion. You're trying to use the rules in ways they aren't intended for. Improvised traps have no prices for crafting just like improvised weapons don't. What's the price of crafting a large improvised weapon? There isn't one. What's the price for digging an improvised pit trap? There isn't one.

An improvised pit trap is NOT the same thing as the actual trap, though. The traps in the book aren't improvised, they're carefully crafted and placed. You can easily cast move earth to create a 10' deep (by 750x750 foot wide, if wanted) pit "trap", and even improvise some sort of netting to cover it up. The DC to detect it would be lower, though, and it would be less dangerous than the real thing because the fall distance is lower and it requires fewer checks to climb out of it.

The Exchange

i believe the 250gp cost for a cr 1 pit trap is for installation in stone, such as in a burial tomb.

now, the costs get really screwy with poison. look at the cost difference between a CR 1 arrow trap, and the same trap with a wyvern poison to make it cr 6. thats +5000gp just to poison an arrow in a trap. the poison itself is listed as costing 3000gp, so where does the other 2000gp go?

another loophole, is that once you reach the '30 or higher' range on traps, there is no cost to make it harder to find or disarm. common sense says theres a limit on the DC linked to the trapmakers skill, but its not in the rules anywhere.

so, where is it more profitable to make a trap more deadly, by raising the perception threshold (which a rouge may end up rolling twice for), or raising the disarm (and thus a chance for the rogue to set it off)? the damage done is useless if its found and disarmed, after all.

Sovereign Court

Shifty wrote:
See that's where I got it wrong. I had assumed the party Fighters might be digging, with the Rogue ensuring it was well concealed by bushes and camo'd up. Who'd have thunk a bunch of local Council guys would have shown up with their union?

LOL


Ok so we go back to the 'improvised' trap.

Substitute 'us' for 'Hobkobgoblins', and the 'Hobkobgoblins' are building a pit traps and spiked traps around their camp as they know nasty adventurers are coming. These are all still CR1.

There aren't separate rules for improvised traps, all we have is trap-traps.

So either we have trap-traps per RAW, or no trap.

Similarly the costs don't reference the material they are built into on any significant basis... you pay for the trap.

I applaud the new Ranger Trapper in UM, but would like to see it extended.

Sovereign Court

Shifty wrote:
Zmar wrote:
Actually I can imagine 20 ft pit costing a lot just try to find out how much it costs to have a well dug, and that is with modern tools and machinery. How much would you ask for digging 1 meter of packed earth and then chsseling two more through stone, no questions asked not remembered where it was?

\

Why can't you dig it yourself?

It's really not hard to dig a 10' x 10'x10' hole.
I have to dig stupid holes like that all the time with an entrenching tool. Tiring and tedious, sure, but not something it takes a feat of brilliance to achieve...! I wanna know where my 250gp is at :)

It'd be even easier to make a hole with magic...

I'm guessing the 10x10x10 250gp only comes into play in a stone dungeon... a beautiful work of masonry, professional flip plate, some art to conceal the plate from the rest of the hallway stones / blend it in the surrounding pattern, ets.

In a forest though, any DM worth its salt would handwaive that cost and allow you to craft it for free if you have a few strong dudes with shovels... I would ask for a Craft: Trapmaking check to conceal the hole (opposed by Perception to find it)

Too simple? maybe

Do I care? no


Captain Xenon wrote:

now, the costs get really screwy with poison. look at the cost difference between a CR 1 arrow trap, and the same trap with a wyvern poison to make it cr 6. thats +5000gp just to poison an arrow in a trap. the poison itself is listed as costing 3000gp, so where does the other 2000gp go?

That's not even the crazy part. That 5000gp? Yeah, that doesn't actually cover the cost of the poison. The full price of the poison is added on as an additional cost. So now we are looking at a one shot CR 6 trap that costs 9,000gp in total to set up and install.

PRD wrote:


After you've determined the cost by Challenge Rating, add the price of any alchemical items or poison you incorporated into the trap. If the trap uses one of these elements and has an automatic reset, multiply the poison or alchemical item cost by 20 to provide an adequate supply of doses.

So yeah... it apparently costs 5000gp to properly, and safely apply poison to the trap. And heaven forbid if you want the trap to spring more than one time...


Shifty wrote:

Ok so we go back to the 'improvised' trap.

Substitute 'us' for 'Hobkobgoblins', and the 'Hobkobgoblins' are building a pit traps and spiked traps around their camp as they know nasty adventurers are coming. These are all still CR1.

There aren't separate rules for improvised traps, all we have is trap-traps.

So either we have trap-traps per RAW, or no trap.

Similarly the costs don't reference the material they are built into on any significant basis... you pay for the trap.

I applaud the new Ranger Trapper in UM, but would like to see it extended.

Traps are traditionally, even in 3.5, DM tools. There's no rules for improvised traps because until Pathfinder there were no codified rules for traps, and even in Pathfinder they're still the DM's bailiwick. If you want to improvise traps, ask your DM. Note that traps are in the Environment chapter, which is almost entirely a DM section.


Shifty wrote:
Zmar wrote:
Actually I can imagine 20 ft pit costing a lot just try to find out how much it costs to have a well dug, and that is with modern tools and machinery. How much would you ask for digging 1 meter of packed earth and then chsseling two more through stone, no questions asked not remembered where it was?

\

Why can't you dig it yourself?

It's really not hard to dig a 10' x 10'x10' hole.
I have to dig stupid holes like that all the time with an entrenching tool. Tiring and tedious, sure, but not something it takes a feat of brilliance to achieve...! I wanna know where my 250gp is at :)

It'd be even easier to make a hole with magic...

You are an adventurer - your time is VALUABLE. As DM I'd certainly let you do it yourself for lesser cost, but you should consider what else you could have achieved during that time.


I have learned a lot about traps and crafting from this thread. Very interesting.


Zmar wrote:
You are an adventurer - your time is VALUABLE. As DM I'd certainly let you do it yourself for lesser cost, but you should consider what else you could have achieved during that time.

Well sometimes building traps and pits is part of being an adventurer... the life of a Soldier is not all glamour and fancy uniforms to pull hot chicks. It's not all action and swinging swords... its actually 90% boredom.

So for our adventurers, we can handwave along the abstracted time with 'you dig a pit for two days' then spend the session swinging swords and doing the fun stuff... :)

If we are utilising 10' pit traps then we are probably lower end, and then the answer to your question about what else we could have been doing with our valuable time becomes 'not much, other than hanging out at the nearest tavern and bothering the barmaids' :p


Did anyone else notice the cr 1 arrow trap is really cr3?

16.5 avg damage, rounded to 20, +2 cr, +15 to hit, +1 cr, total of 3.

Did I do it wrong?

Thanks,

DH


Shifty wrote:
Zmar wrote:
You are an adventurer - your time is VALUABLE. As DM I'd certainly let you do it yourself for lesser cost, but you should consider what else you could have achieved during that time.

Well sometimes building traps and pits is part of being an adventurer... the life of a Soldier is not all glamour and fancy uniforms to pull hot chicks. It's not all action and swinging swords... its actually 90% boredom.

So for our adventurers, we can handwave along the abstracted time with 'you dig a pit for two days' then spend the session swinging swords and doing the fun stuff... :)

If we are utilising 10' pit traps then we are probably lower end, and then the answer to your question about what else we could have been doing with our valuable time becomes 'not much, other than hanging out at the nearest tavern and bothering the barmaids' :p

Two days of digging traps could be two days of rolling random encounters as well...

Liberty's Edge

Just remeamber crafting costs are 1/3 the true values and rogues have a talent that further reduces that cost by 75%. Meaning a pit trap can cost around 62g common pit trap CR 1. Just don't forget all crafting rules, that 1000g is base price and/or that 250g.

Also I was thinking of a rules for booby traps just that do very little and have no higher CR than say 3-4 that cost only 100g per CR, but they are extremly simple traps that have little effect on the enemy. Just saying.


This is a pet peeve of mine but trapfinding being a rogue ability? Ha!!

Ways to get trapfinding:
1) 1st level rogue (a bunch of archetypes give that up)
2) 3rd level urban ranger
3) 1st level trapper ranger
4) 1st level seeker oracle*
5) 1st level seeker sorcerer*
6) 1st level crypt breaker alchemist
7) 2nd level detective bard*
8) The 2nd level bard/alchemist/wizard spell Aram Zey's focus (too bad the duration is only 1 minute per level)
9) 2nd level archevist bard*
10) 6th level archeologist bard*
11) 1st level sandman bard*

*those 6 get trapfinding in everything but the name

This list is pre-ARG and pre-UM so there might be even more ways to get trapfinding.

Now as you can see trapfinding is quite common, in fact there is even a SPELL that can give you trapfinding.


leo1925 wrote:


This is a pet peeve of mine but trapfinding being a rogue ability? Ha!!

Ways to get trapfinding:
1) 1st level rogue (a bunch of archetypes give that up)
2) 3rd level urban ranger
3) 1st level trapper ranger
4) 1st level seeker oracle*
5) 1st level seeker sorcerer*
6) 1st level crypt breaker alchemist
7) 2nd level detective bard*
8) The 2nd level bard/alchemist/wizard spell Aram Zey's focus (too bad the duration is only 1 minute per level)
9) 2nd level archevist bard*
10) 6th level archeologist bard*
11) 1st level sandman bard*

*those 6 get trapfinding in everything but the name

This list is pre-ARG and pre-UM so there might be even more ways to get trapfinding.

Now as you can see trapfinding is quite common, in fact there is even a SPELL that can give you trapfinding.

Geez. Major thread necromancy here. Didn't you guys know necromancy is evil? :)

But, yep too many people got trapfinding. The magic types should use magic (or alchemy as the case may be). Some could do without it. You can fix that easy in the home game though. As for detective and archeologist, better as Rogue archtypes imo. And, on the original old OP, yeah traps used to be scarier than most "monster" encounters.


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Some random comments:

1) divide the price of most traps by 10 and you won't go far wrong.

2) digging a 10'x10'x10' pit in a forest is going to be seriously hard work. You will need lots of shovels (ideally steel), pickaxes, axes to chop through roots, rope & buckets to lift the 40+ tons of spoil out of the hole, a wheelbarrow to take the spoil away and hide it, ideally with planks to make a road, a ladder to climb out of this crumbling hole, maybe some boards or bricks & mortar to shore the sides up and some way to cover the evidence of all the manual labour that's been going on around this supposedly secret hole. And then it'll probably fill with 2' of water at the bottom so does nonlethal damage.

3) Pits are good for catching animals and slowing people down. If you want to hurt someone with a pit, put spikes in it. A pit like that need only be about 4' deep. And a non-concealed pit can use the spoil to make the walls higher.

4) The list of non-rogue methods missed the Cleric 2 spell Find Traps which has existed since the Dark Ages.


It's really a balance for traps. Make them too easy and whats the point of finding them? Go ahead worthless Rogue and find it or maybe I'll just take the 1d8 damage off my 100 hp char.

The other end is deadly traps that if you miss finding you make one roll then die. No one wants to insta-croak from one crappy roll and be taken down by McSpikey Pit of Doom.

PF seems to have leaned too far in the former end. I think the easiest way to deal with this is make traps deadly but allow hero points so they have a chance.


Mudfoot wrote:

Some random comments:

1) divide the price of most traps by 10 and you won't go far wrong.

Agreed, they are way overpriced.

Quote:


2) digging a 10'x10'x10' pit in a forest is going to be seriously hard work. You will need lots of shovels (ideally steel), pickaxes, axes to chop through roots, rope & buckets to lift the 40+ tons of spoil out of the hole, a wheelbarrow to take the spoil away and hide it, ideally with planks to make a road, a ladder to climb out of this crumbling hole, maybe some boards or bricks & mortar to shore the sides up and some way to cover the evidence of all the manual labour that's been going on around this supposedly secret hole. And then it'll probably fill with 2' of water at the bottom so does nonlethal damage.

Why fill it with water?

Quote:


3) Pits are good for catching animals and slowing people down. If you want to hurt someone with a pit, put spikes in it. A pit like that need only be about 4' deep. And a non-concealed pit can use the spoil to make the walls higher.

That won't hurt anyone unless you are treating the pit like caltrops.


Starbuck_II wrote:
Mudfoot wrote:

And then it'll probably fill with 2' of water at the bottom so does nonlethal damage.

Why fill it with water?

That's the rain. Or the ground water. If you dig a hole deep enough, it'll fill with water to the level of the water table. A forest needs water to grow; without water you get plains or scrub. Obviously it won't fill so much in summer or whatever dry season you have, but in winter it'll be soaking, and so will half the mud you're digging out.

Quote:
Quote:

3) Pits are good for catching animals and slowing people down. If you want to hurt someone with a pit, put spikes in it. A pit like that need only be about 4' deep. And a non-concealed pit can use the spoil to make the walls higher.

That won't hurt anyone unless you are treating the pit like caltrops.

It'll hurt as much as the DM decides it'll hurt. I recommend 1d6. Try stepping off a table (about 2'6") onto some 1' spikes. I imagine it'll hurt.

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