Traps and CR
The DMG has a CR 4 spiked pit trap at 60 feet (6d6 fall damage) + 1d4 spikes at +10 melee for 1d4+5 damage each. On average rolls that's 18 fall damage + 14 spike damage = 32 damage. A level 4 rogue with above average con (14) has a MAX of 32 hp. So on an average roll, it knocks an exceptional rogue unconscious, and puts an average rogue (23 hp) 6 seconds from death. He fails his reflex save on an average roll and also gets hit by the spikes on an average roll. Is there something I'm missing here? Is every trap supposed to knock out or kill an average character on average rolls? That seems a little much for an equal-CR challenge.
Even if the character doesn't instantly die to the pit trap, now someone has to go retrieve him and make a bunch of climb checks to get down the 60 foot pit and risks falling himself and nearly dying. Then they have to stabilize the other character and then they BOTH have to risk doing it all over again to get out. Admittedly, someone carrying a rope makes this last part less risky, but not completely.
I'm not arguing against difficult traps, but should a trap that has the potential to kill a character outright really just be party-level CR?
Posted Oct 6, 2012, 7:40 PM UTC
if your party isnt carrying a rope theres something seriously wrong. so really the only dangerous part is the initial fall. But to me that seems excessive, near isnt death for missing 1 trap.