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Traps

Discussion in 'General Discussion' started by Mandos, Jul 4, 2010.

  1. Mandos

    Mandos New Member

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    Hi friends,
    I'm prolly going to buy a license for my group--this looks like a very good solution to remote gaming needs--but I did have a question about non-combat encounters. It doesn't look like there's a way to drop traps or secret doors down as objects. I did see a kludge where you drop down invisible objects that are annotated, and that might work, but is there anything in d20pro that would handle a trap or secret door organically? Also, how do you handle corridors in interior areas? Is there a way to make walls drawn on the map "walls," i.e. can be moved through/seen through?

    Thanks!
     
  2. ogexam

    ogexam Member

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    For traps I used a creature that has the attack or ability built into it, so I can easily apply the effect of the trap.

    Or you can use a tile that you turn visible once triggered.

    There is a wall and door drawing tool. You can draw and erase them at anytime.
     
  3. Dan

    Dan Member

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    Creatures are really the best way to handle traps. They are practically handled that way in 3.5 and 4E. Basically, create a creature, give it attacks and make it invisible. You can even use a portrait for it that represents the trap. Many of the World of Warcraft icons and such have great square icons you can use. For example:

    http://www.wowwiki.com/WoWWiki:WoW_Icon ... ist/Images
     
  4. Mandos

    Mandos New Member

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    Wow, I posted this forever ago, just saw the excellent suggestions--thanks!
     
  5. Mandos

    Mandos New Member

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    I'm having some problem operationalizing this with traps that have separate triggers. A made a pit trap, and basically I'll put that down on top of a square and to have moved onto that square will count as having triggered the trap. I also made an arrow trap for corridors. Maybe put that at the end of the corridor, and put down a separate, invisible creature as the trigger, annotated with a DC spot check?
     

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