| Azure_Zero |
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Ever hear of Grimtooth's Traps. (the original 7 collections)
System independant collection of traps for your dungeon needs
divided into 4 categories; rooms, passageways, doors, and misc.
They are hard to find in print. Though necromancergames has a 3.5ed version that only has a small collection of the original 7 trap books.
| skrahen |
Traps and treachery 1&2 from legends & lairs for 3.0 have some good art and ideas, and the traps can be remade with pathfinders trap creation system.
The grimtooths series were death traps...I remember one was a bird cage with a basilisk in it with a cloth cover, I think that was back when intentionally looking meant no save. Fun reads. I'm going to dig them out now. I think here were like eight of them.
| Azure_Zero |
Traps and treachery 1&2 from legends & lairs for 3.0 have some good art and ideas, and the traps can be remade with pathfinders trap creation system.
The grimtooths series were death traps...I remember one was a bird cage with a basilisk in it with a cloth cover, I think that was back when intentionally looking meant no save. Fun reads. I'm going to dig them out now. I think here were like eight of them.
There are 7 books of GrimTooth
and some of the traps are hilarious (the duck trap, being one)some of the traps are very lethal (TPK class), others only one PC would die.
GrimTooth's Traps
GrimTooth's Traps Too
GrimTooth's Traps Lite
GrimTooth's Traps Fore
GrimTooth's Traps Bazaar
GrimTooth's Traps Ate
GrimTooth's Dungeon of Doom
Dark_Mistress
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| 1 person marked this as a favorite. |
There is also a couple of 3pp PFRPG books for traps as well. 30 Traps for Tombs by Rite Publishing and A Necromancer's Grimoire: The Art of Traps by Necromancers of the Northwest. I have the first one and liked it, I don't have the second one but Endzeitgeist has them both and reviewed them both. Giving them both high marks for trap books.
Brian Darnell
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I'd go for an Advanced Hazards' Guide by Paizo. Include new haunts, traps, environmental conditions, diseases, poisons, etc. Even as a 32 page or 64 page softback, it would be a very useful toolkit for DMs.
The second I saw the suggestion for a trap book I didn't think a hardback line as far as a player companion or a Traps and Hazards (or both) revisited for the campaign line. A Golarion spin with modifications on the classic hazards would be awesome.
Ideas:
Shrieker
Use by different cultures, other uses (as food or magical item material), monstrous version, varieties based on region, etc
Pit Trap
Uses in specific dungeons, famous pit traps, magical varieties, more create pit varieties.
Crossbow Trap
Variations created by different species (kobold, goblin, etc), regional engineering ideas (nex force crossbow trap, Alkenstar gun traps, Elven living crossbows (vines and logs?))
Brown Mold
A region of the darklands that is nothing but one sentient brown mold, different ways it can be excreted (other than the mushroom people), a Nidal cult that worships a giant brown mold from beyond the dark tapestry that was used to gestate zon kuthon in his early stages)
Green Slime
Weaponized varieties, where does it come from?, different levels of dilution of green slime, demiplane of slime?
Rot Grubs
ewwwwwwww, just eeeewwwwwwww
I am sure there is a lot of places this could go, if it was in the companion line it could be written as a guide to how characters (not just rogues can prepare (equipment, feats, etc) for traps, and ways characters (not just npcs) could use traps and hazards. For a revisited guide it could be a place for the magical ideas that the Paizo freelancers and writers are just awesome at coming up with for new ways to look at old classics and new creations for Pathfinder Chronicles Campaign Setting.
| thunderspirit |
I'd go for an Advanced Hazards' Guide by Paizo. Include new haunts, traps, environmental conditions, diseases, poisons, etc. Even as a 32 page or 64 page softback, it would be a very useful toolkit for DMs.
Something like this, yes. I like the idea and would be very receptive to the product.
I'd buy that for a dollar!
More specifically, 19.95 of them. ;-)
James Martin
RPG Superstar 2010 Top 16, 2011 Top 32
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Since they've ruled that you can take 20 to detect traps, doing a whole book full of things that only serve to make your journey through the dungeon maddeningly slow would seem rather...tedious. Much like spending three weeks to walk through a medium sized dungeon.
It doesn't sound up your alley. Fair enough. I would like a good traps book. Pit traps and slamming walls are nice, but a really memorable trap is as good as a memorable monster or villain. Plus haunts and hazards are also excellent plot pushers.
| darth_borehd |
Actually, I love traps. I love trap dungeons. But under d20 rulesets, they aren't fun, they're a time sink.
Since when can you take 20 to detect a trap? I would think that would fall under a negative consequence of failure.
The other thing is who wants to take the time to take 20 and search every square?
| darth_borehd |
That would be my take as well, but it's apparently NOT the take of most of the posters here. Or the developers.
3
Unless its in the book or PRD or an official errata, I am going to ignore it. Even what a developer posts one day may be reversed after reconsideration and it may be the sentiment of the majority of the Paizo development team.
Kthulhu
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Kthulhu wrote:That would be my take as well, but it's apparently NOT the take of most of the posters here. Or the developers.3
Unless its in the book or PRD or an official errata, I am going to ignore it. Even what a developer posts one day may be reversed after reconsideration and it may be the sentiment of the majority of the Paizo development team.
Unfortunately, it is in the book:
Common “take 20” skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps).
Sphen
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darth_borehd wrote:Kthulhu wrote:That would be my take as well, but it's apparently NOT the take of most of the posters here. Or the developers.3
Unless its in the book or PRD or an official errata, I am going to ignore it. Even what a developer posts one day may be reversed after reconsideration and it may be the sentiment of the majority of the Paizo development team.
Unfortunately, it is in the book:
Core Rulebook wrote:Common “take 20” skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps).
As much as I strive for RAW in my games, and as much as I love what Paizo has done with the system, there will always be times (like this) where I hand wave the rule away and just say "No".
Anyone here who is a DM knows, rules are subject to change, and as long as you're constant with them it isn't a problem.
Dan Delaunois
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I'd go for an Advanced Hazards' Guide by Paizo. Include new haunts, traps, environmental conditions, diseases, poisons, etc. Even as a 32 page or 64 page softback, it would be a very useful toolkit for DMs.
I would love a book like this. More of all of these things would be great. I have always felt that the poisin structure is very limiting and would love expanded poisons with more variety like poisons that cannot be ended with saves but require an antidote. Or more poisons that have effects other than ability damage (sleep, paralyse, etc...).
Kthulhu
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James Martin wrote:I'd go for an Advanced Hazards' Guide by Paizo. Include new haunts, traps, environmental conditions, diseases, poisons, etc. Even as a 32 page or 64 page softback, it would be a very useful toolkit for DMs.I would love a book like this. More of all of these things would be great. I have always felt that the poisin structure is very limiting and would love expanded poisons with more variety like poisons that cannot be ended with saves but require an antidote. Or more poisons that have effects other than ability damage (sleep, paralyse, etc...).
I miss poisons that harmed you even if you did save. I think BECMI had a poison that killed you if you didn't save, and inflicted 40 points of damage if you did save. That seems more realistic to me...even if the stuff doesn't kill you, it's still POISON...you shouldn't just be ignoring the fact that you downed a cupful of cyanide.
| Doomed Hero |
What I'd like to see instead of a big book of traps is a traps toolkit.
Sort of like what they're doing for races right now, or maybe something like Wordcasting, where you have a bunch of different trap components that you can mix and match for an end result that would tell you the cost, damage, and the DCs to make, find and disarm.
| harmor |
What I'd like to see instead of a big book of traps is a traps toolkit.
Sort of like what they're doing for races right now, or maybe something like Wordcasting, where you have a bunch of different trap components that you can mix and match for an end result that would tell you the cost, damage, and the DCs to make, find and disarm.
Knowing Pazio they'll also create Archtypes around traps ... oh wait they already did for the Ranger :-P
Is there a Trapsmith for the Rogue???
Ascalaphus
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I'd like a book with a cohesive, well-worked-out set of optional rules for traps with more cleverness required. We often get threads about GMs who filibuster about Taking 10/20 with the Perception/Disable Device check, because bypassing a puzzle with a skill check is kind of disappointing.
So there's a desire for trap rules that are a bit more advanced than that; not to abolish rules and skills entirely but to turn a trap encounter into more than a handful of dice rolls. This isn't as easy as it may sound, and both players and GMs may be biased. A well-thought-out book with a working set of rules that's designed to be fair to players but satisfying to GMs, that'd be quite high on my wishlist.
It could be stuff like rules for trap triggers and how they can be detected/circumvented/manipulated, traps where the controlling device is difficult to get to, so you need to Climb/Acrobatics to get to the spot where you can Disable Device, and so forth.
It would be cool if it had an actual Trap Generator, some table/dice driven system that you can use to generate a trap from Trigger Mechanisms, Effect Mechanisms, Vulnerabilities, Complications and so forth; so that you can make all kinds of different traps on the fly.
And then a "bestiary" of ready to use traps, including a demonstration on how they're constructed.
Rules for making traps as a PC, at plausible costs and crafting times, without breaking the game balance. Although giving rogues a leg up here might do some good to balance it upwards.
| Big Lemon |
I'd go for an Advanced Hazards' Guide by Paizo. Include new haunts, traps, environmental conditions, diseases, poisons, etc. Even as a 32 page or 64 page softback, it would be a very useful toolkit for DMs.
This is a very good idea.
My games are pretty open so I end up making encounters on the fly with the NPC codex and bestiaries. Hazards have to be reserved for those encounters that I am able to plan ahead of time, making them less common than I'd like.
Thomas LeBlanc
RPG Superstar 2012 Top 32
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I really enjoyed the Grimtooth series. They fostered my early love for traps. I have since become prolific at dropping traps into my games. Player's soon learn a rogue or someone with trapfinding is a necessary party member in my games.
I am extremely disappointed in the simplistic treatment given to traps in 3.5/PF.
You might want to keep an eye on Kobold Press for just such a book in the coming months ... just saying :)
I better not be disappointed. I KNOW how to make various high voltage electrical "traps"... {that won't cost 1k gp per CR} just sayin' >:)
| Da'ath |
Unfortunately, it is in the book:
Core Rulebook wrote:Common “take 20” skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps).
Pretty much why I'd never buy a trap book.
I'd go for an Advanced Hazards' Guide by Paizo. Include new haunts, traps, environmental conditions, diseases, poisons, etc. Even as a 32 page or 64 page softback, it would be a very useful toolkit for DMs.
This I'd be inclined to invest in.