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Gamemastery Guide / Chapter 2: Tools / Building Hazards

Understanding and Choosing Statistics

Source Gamemastery Guide pg. 74
Much like for creatures, hazard statistics can be extreme, high, or low (hazards don’t need as much granularity, so they usually don’t have moderate or terrible values for their statistics). While they are defined in creature creation, when building a hazard, you’ll use the values slightly differently.

Extreme: While extreme values remain world-class statistics that are extremely difficult to meet or exceed, unlike with monsters, almost all hazards have one extreme statistic because hazards normally activate only if they have gone unnoticed or if someone critically failed to disable them. Does it have an extreme Stealth DC that makes it incredibly hard to find, an extreme Disable DC that makes it perilous to disable, or an extreme save DC that makes it deadly in the event it triggers? These are the most common choices, as each affects a different phase of encountering the hazard.

High: This is a capable level, and can generally serve as a baseline value; this value for hazards covers what would be the high and moderate ranges for creatures.

Low: If a hazard has a weakness, like a poor Reflex save for a bulky mechanical trap or an easy DC to disable for a hard-to-find trap, it usually has a low value. If you need something even lower, use a terrible value from Building Creatures, or just an incredibly low value like the Armageddon Orb’s Stealth.