Remove the Deadly Blob of Acid Traps. DC 25 reflex save traps for 70 damage where you don't even halve the damage if you make the save, only paralysis is ridiculous.(Instantly killed with even Protection from Elements up.)
If you want to increase the difficulty, make it on the quantity of the creatures, environmental design for less AI oddities, or difficulty of the creatures themselves.
Maybe the trap could be replaced with several slow traps? That way at least there will be still some traps. Traps that do not lead to a quick death, that is.
Less power more quantity IMO.
It's hard not to metagame when you know if you step on it you will die.
QuoteIt's hard not to metagame when you know if you step on it you will die.
lol wut
But yea, the purpose of the quest is for people to resupply. Requiring a rogue, or someone capable of dealing with super deadly traps like that somewhat defeats the purpose. The quest seems to go to something spontaneously, something to complete quick instead of having to search for someone to disarm traps.
Lys, did you die when you weren't able to metagame the new location of the trap?
I agree with this FWIW.
No, I died when another PC ran over it head on and didn't trip anything, but when I followed the exact same path I did. I don't metagame the traps.
Sick trolling attempt though Ninelives, I give you props for trying.
I agree with the removal of almost all traps labeled "deadly" or above from any scripted quest.
Terrible rebuttal.
i purposely stomp traps to death
there should be more variety of deadly and strong traps all quests like ettercaps
[14:52] [TRB] Stop being an insulting troll and start DMing, or step aside, TBH.
Com'on. If traps can never kill pcs, why bother putting any at all? What next, removing deadly creatures?
That particular trap is a wee bit too WTFPWN though. And not in a good way.
The trap doesn't even give you a save to halve damage, thus its an instant kill for quite a few PCs with no save allowed. Even death spells have saves.
Not to mention that such traps are recoverable by certain builds allowing for almost assured PvP kills when used.
Other types of Blob of Acid traps are reasonable, just not deadly.
It gives a save for half damage -and- to avoid the paralysis, it's just not a reflex iirc. Some traps don't use reflex and that's a good thing imo. However, I still agree that deadly traps shouldn't be on scripted quests, especially ones that are kind of there to mostly keep people supplied.
i think it's fine and a quest as easy and accessible as purple crystal mine should have a wrinkle to even things out. if you die to deadly blobs like from that movie flubber or whatever that's your own fault
It is too overpowering in PvP too. There's many reasons to remove it. In the future quest balance discussions should go to "Bug reports" ---> "Exploitable bugs." We're pretty decent at seeing when there's a problem when it gets pointed out to us, and by all means point out as many problems as you wish.
It's only overpowering in PvP if said trap is set to be recoverable.