The core book list some example traps level 1-3, and says more deadlier dungeons should have deadlier traps. Yes.
I serached but to no avail, are there any guidelines in making/scaling deadlier traps?
Of course, make deadlier traps have better attack bonuses and do more damage, activate spells (I have three PDFs on different types traps), but I'm not quite sure how I should scale the attack and damage, and at what dungeon levels I should bump them up. For example, a pit is easy enough, i.e., add 10'/level (as is noted in the core).
I'm sure the answer I'm looking for is simple enough, but I'm not much of a "Math-guy," nor do I fully understand the math of the system well enough (albeit, given my limited Math skills, I think this game rocks when it comes to the Math- for the most part, so far).
What I'm really asking is a Math question.
My second question is a bit more problematic:
Our group loves doing graph paper, random dungeons, dungeon crawl, sandbox-style- create as we go. And everything is well and good so far (in theory, at least). But what is stumping me a bit, is to how to handle lairs in such a paradigm? I love the core idea of distributing the monsters of a lair throughout the dungeon, but, we'll be rolling for lair% as we go (unless someone has a better idea). Our issue is not worrying about rolling too many lairs, for we can nix such rolls if they don't mesh. But we do like the idea of possibly coming across a lair (or two), but we don't want them all in the same room, because often that's dumb, depending.
So I was just wondering some tips and pointers in handling lairs when doing a randomly generated dungeon crawl as we go. As well as any other pointers and tips we can incorporate in such a paradigm that stays truest to the RAW (we very much like the vast majority of how the RAW works, for once in our life!).
Thanks a lot. It's greatly appreciated.
Awesome game (I can't wait for Lairs).