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Pruebas rápidas de DSS a 100 por ciento de deformación por hora

IV.4. Pruebas estáticas y rápidas de corte simple directo

IV.4.2. Análisis de los resultados de la arcilla media sin y con gas metano

IV.4.2.2. Pruebas rápidas de DSS a 100 por ciento de deformación por hora

The base Challenge Rating for a mechanical trap is 1. This can be modified by the difficulty of detecting and disabling the trap.

Traps &Treachery

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Traps &Treachery Simple Mechanical Traps

Search/Disable Device DC CR Modifier

20 +0

21–25 +1

26–30 +2

31+ +3

Complex Mechanical Traps

Search DC CR Modifier

21 +0

Disable Device DC CR Modifier

21 +0

22–25 +1

26–30 +2

31–35 +3

36+ +4

These modifiers are cumulative for the DCs of both Search and Disable Device checks. For example, the Challenge Rating of a simple trap with a Search and Disable Device DC of 22 would be increased by 2.

The Challenge Ratings of mechanical traps should also be modified by their effectiveness.

For this purpose, you can assign an effect level to your mechanical trap.

For injury traps, the effect level is determined by the amount of damage the trap inflicts when activated. Once you’ve determined the effect level, simply add it to the base Challenge Rating of the trap. The base damage for an effect level 0 trap (no modifier to Challenge Rating) is 2d6. The effect level is increased by 1 for every additional 2d6 points of damage the trap inflicts. The following table also lists the average points of damage inflicted at each effect level.

The numbers for ability score damage refer to the maximum total initial and secondary dam-age. For example, burnt othur fumes cause 1 point of initial Con damage and up to 18 points of secondary Con damage, for a maximum total ability loss of 19. The base effect level for a trap using this poison would be 8.

Injury Traps

Effect Hit Point Ability

Level Damage Damage

The effect level of ensnarement traps is based on the difficulty of escaping from the snare.

For common snares, this is based on the snare’s total grapple attack bonus (base attack bonus + Strength modifier + special size modifier).

Ensnarement Traps

Effect Level Grapple Attack Bonus

0 +1 to +5

Other snares might require a skill check to escape, such as a Climb check to escape a pit or a Swim check to escape a water trap. In this case, the effect level should be based on the DC of the check.

The distance the victim is moved determines the effect level of movement traps. A trap with only a local effect, such as one that moves the victim to a nearby room, corridor, or area, is effect level 0. The classic example is a rotating wall that moves the character to an adjoining room. A trap that moves the character to a completely different area, such as another level of the dungeon, has an effect level of 1. A trap that moves the character to a

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completely different region, such as one that takes the victim out of the dungeon entirely (or into it), has an effect level of 2. Note that movement traps typically have lower Challenge Ratings than those with injury or ensnarement effects, since they represent an inconvenience or setback, rather than a direct threat. Of course, they can be combined with other traps or monster encounters to dangerous effect, but these additional traps or monsters will have their own Challenge Ratings.

Movement Traps

Effect Level Moved To

0 Nearby room, corridor, or area

1 Another area of the location, such as another dungeon level

2 A completely different

region, such as out of the dungeon

The effect levels of hindrance traps can vary widely. As a general rule of thumb, the DM should assign a trap using a hindrance effect a subjective rating reflecting the severity of the hindrance. There are three broad categories to

use when assigning this rating.

Effect Level Hindrance

0 Minor: The trap slows or delays the victim, but presents no dan-ger and does not place the victim at a serious disadvantage.

1 Major: The trap puts the victim at a serious, albeit temporary, disadvantage, though it repre-sents no direct danger. A trap that plunges the victim into darkness temporarily might be a major hindrance.

2 Severe: The trap puts the victim at a serious, long-term disadvan-tage. A trap that blinds the victim for an extended period of time might be a severe hindrance.

3 Catastrophic: While it inflicts no direct physical or mental harm on the victim, the trap puts him at a potentially devastating dis-advantage. A trap that relieves the character of all his e q u i p -ment and/or magic items might be a catastrophic hindrance.

Identification traps also tend to have relatively low effect levels, for the same reason as move-ment traps. An identification trap that alerts any nearby guardians to the presence of trespassers is effect level 0. This type of trap does not

Traps &Treachery

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Traps &Treachery specifically identify the character or characters

who triggered the trap. An effect level 1 identi-fication trap might alert any guardians in the area, such as the dungeon level, or specifically identify the characters who triggered the trap to nearby guardians. An effect level 2 identifica-tion trap might alert any guardians in the dun-geon or adventure location, or specifically identify the characters who triggered the trap to any guardians in the area, such as the dungeon level. An effect level 3 identification trap would specifically identify the characters who triggered the trap to any guardians in the dun-geon or adventure location.

Effect Level Identifies

0 Presence of unknown

tres-passers to nearby guardians

1 Presence of unknown

tres-passers to any guardians in the area, or specific character to nearby guardians

2 Presence of unknown

tres-passers to any guardians in the dungeon or adventure location, or specific character to any guardians in the area

3 Specific character to any

guardians in the dungeon or adventure location

Other CR Modifiers

Feature CR Modifier

Multiple Attacks +1

No attack roll necessary +1

Save to avoid –1

Instant trap +0

Extended trap –1