XP for Traps?

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treant_on_fire
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XP for Traps?

Post by treant_on_fire »

Does C&C cover xp rewards for traps?

I ordered Engineering Dungeons but don't have it yet, and I was curious to know if it had rules for giving xp according to the challenge of the trap.

If not I might have to work on a system to convert 3.5 CRs into C&C xp.

I think I might use Unearthed Arcana's fixed XP per CR to begin with... I just hope it won't come down to this, I don't want to have to start numbers crunching! xD

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JediOre
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Re: XP for Traps?

Post by JediOre »

Of the top of my head, I don't think C&C has a "rule" for XP for traps. I would think an easy solution (and maybe this IS in C&C and I forgot) is to award XP based upon the CL of the trap. Treat it as a monster of the same HD as the CL.
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Mark Hall
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Re: XP for Traps?

Post by Mark Hall »

Jedi's suggestion sounds reasonable.
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Re: XP for Traps?

Post by Treebore »

In fact that is how I handle it. Not sure if its actually somewhere in the rules or if I just decided to do it that way myself. At the very least I was influenced to treat traps as monsters by 3E. Irregardless, it works.
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treant_on_fire
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Re: XP for Traps?

Post by treant_on_fire »

Thanks guys! I'll give some feedback about Engineering Dungeons when I get my hands on it!

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zarathustra
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Re: XP for Traps?

Post by zarathustra »

I have no idea of the 3e treatment of such things.

Personally I like to present a mix of traps. Some of which it will be obvious something fishy is going on but with a mechanism which can be figured out and avoided, or even turned to your advantage, through problem solving and clever play.

I give xp (50-200 times level) for a player who figures out one of those puzzly type traps through roleplay but I don't for run of the mill traps which are just handled via dice rolls/skill checks.

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Mark Hall
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Re: XP for Traps?

Post by Mark Hall »

zarathustra wrote:I have no idea of the 3e treatment of such things.

Personally I like to present a mix of traps. Some of which it will be obvious something fishy is going on but with a mechanism which can be figured out and avoided, or even turned to your advantage, through problem solving and clever play.

I give xp (50-200 times level) for a player who figures out one of those puzzly type traps through roleplay but I don't for run of the mill traps which are just handled via dice rolls/skill checks.
Rather sad for your thieves, assassins and rangers, then.
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zarathustra
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Re: XP for Traps?

Post by zarathustra »

Sorry I don't quite get your exact meaning. Sad how? Sad the said classes can't always just use their dice roll for every trap or sad that they don't get XP fpr disarming/finding them? I will answer assuming you meant the latter.

All my players began playing in systems that give no xp award for traps at all. Surving/escaping scott free from the trap is it's own reward. So if I go to the trouble of putting in a "special" one somewhere and they can get xp for it, that's a bonus in their eyes.
They can still gain xp the same way as all the other classes; monsters defeated, treaure gained, good roleplay etc.

I include particularly good use of class/racial abilities in with good roleplay bonus xp so if a player was particularly clever in figuring out where traps may be and such he might gain a bonus for it, but not for "business as usual" type play.

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Rigon
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Re: XP for Traps?

Post by Rigon »

zarathustra wrote:Sorry I don't quite get your exact meaning. Sad how? Sad the said classes can't always just use their dice roll for every trap or sad that they don't get XP fpr disarming/finding them? I will answer assuming you meant the latter.

All my players began playing in systems that give no xp award for traps at all. Surving/escaping scott free from the trap is it's own reward. So if I go to the trouble of putting in a "special" one somewhere and they can get xp for it, that's a bonus in their eyes.
They can still gain xp the same way as all the other classes; monsters defeated, treaure gained, good roleplay etc.

I include particularly good use of class/racial abilities in with good roleplay bonus xp so if a player was particularly clever in figuring out where traps may be and such he might gain a bonus for it, but not for "business as usual" type play.
That's how I do it.

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Go0gleplex
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Re: XP for Traps?

Post by Go0gleplex »

I rule of thumb it... I have four difficulties (Easy, Moderate, Hard, Very Hard) for disarming and 5 rankings (lethality level). So 25 points per difficulty times its ranking. Since I generally have such things set up beforehand, it works for me. A 10-ft pit trap would be an easy difficulty with a low lethality (1)...so would only be worth 25xp. Whereas that hidden falling block in the ceiling would be a hard difficulty with a high lethality, say 75 times 4= 300xp.

my nickel's worth. ;)
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Re: XP for Traps?

Post by serleran »

Engineering Dungeons does not contain rules for experience points though it does offer a guideline for traps and their difficulties, which can easily be turned into a "monster" of equivalence, then based on page 6 of M&T. Just assume the trap functions are Type-based -- one that kills is a Type III ability, for example, and the difficulty is the base HD.

That is assuming you want something that would seem to mesh into existing rules rather than developing a separate mechanism for it.

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Tadhg
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Re: XP for Traps?

Post by Tadhg »

I don't have any particular formula - but do reward XP for finding traps, attempting to disarm them and for both success and failure of same. Plain dice rolls without much discussion get it, but when players do a little role-playing, they get more!

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treant_on_fire
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Re: XP for Traps?

Post by treant_on_fire »

serleran wrote:Engineering Dungeons does not contain rules for experience points though it does offer a guideline for traps and their difficulties, which can easily be turned into a "monster" of equivalence, then based on page 6 of M&T. Just assume the trap functions are Type-based -- one that kills is a Type III ability, for example, and the difficulty is the base HD.

That is assuming you want something that would seem to mesh into existing rules rather than developing a separate mechanism for it.
I'll go with that.

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TheMetal1
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Re: XP for Traps?

Post by TheMetal1 »

I give out XPs for traps that have been disarmed by a Rogue or Assassin (or Ranger). It's based on the CL of the trap. So according to the C&C rules the Challenge Level of Trap is the level of the Rogue or Assassin that sets it. I'm perhaps a bit generous but give out 100 XPs per Level of Trap (though adjust this if it is say a 5th Level PC disarming a 1st Level trap it will be much lower).

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