| Filthy Lucre |
This imgur link shows the 'stat block' I created for a level 3 hazard. It is actually meant to be the 'boss' of a 5 room dungeon for 4-5 1st level characters. This hazard will be accompanied by 2-3 Level -1 monsters to make the fight more dynamic. I think the hazard is on the weak side as far as damage output goes, however, considering it has 'adds' and we are dealing with level one characters I think it still might be fairly deadly.
| masda_gib |
The default practice in PF2 is to make the DCs for Lores lower than for broadly applicable skills like Thievery - or at least not higher.
Apart from that, I think an opportunity for teamwork is missing since the skill check disabling and the smash-it disabling are two seperate tracks as is. There is no incentive to go through with both.
Maybe let breaking the construct armor also count as one success towards the three needed. That way, fighter and rogue types can help each other.
| Filthy Lucre |
The default practice in PF2 is to make the DCs for Lores lower than for broadly applicable skills like Thievery - or at least not higher.
Apart from that, I think an opportunity for teamwork is missing since the skill check disabling and the smash-it disabling are two seperate tracks as is. There is no incentive to go through with both.
Maybe let breaking the construct armor also count as one success towards the three needed. That way, fighter and rogue types can help each other.
That is a good point and I agree that broken construct armor ought to count as a success for the purpose of rogues/alchemists. Do also note however that the thievery/engineering checks reduce the hazards DCs.
I'll also make the change to lore
| masda_gib |
masda_gib wrote:The default practice in PF2 is to make the DCs for Lores lower than for broadly applicable skills like Thievery - or at least not higher.
Apart from that, I think an opportunity for teamwork is missing since the skill check disabling and the smash-it disabling are two seperate tracks as is. There is no incentive to go through with both.
Maybe let breaking the construct armor also count as one success towards the three needed. That way, fighter and rogue types can help each other.
That is a good point and I agree that broken construct armor ought to count as a success for the purpose of rogues/alchemists. Do also note however that the thievery/engineering checks reduce the hazards DCs.
I'll also make the change to lore
I wouldn't mind havind the DC reduced by the "success" of breaking the thing, too. That way, it's consistent.
Maybe some stats have to be raised with those changes because you can disable it quicker and are guaranteed some DC reduction?
Some other feedback: I find the plasma leak after breaking it cool. :) Can be a nice "Oh crap" moment.