mess with the players -- fake them with dungeon hallway art!
I doubt it, but you wouldn't happen to be Olli westguard the 3rd?
sorry if it is you and I misspelled your name, but you would know my fatehr
and also, the reverse gravity is always ALWAYS fun, the high ceiling always makes players think something big is in the room, but if you know dungeon design, reverse gravity can be the only way to get to the other half.
Would you say the pit trap is an iconic part of the D&D experience.
Is it something every D&D player should experience?
Yes. Probably. Not necessarily.Would you say the pit trap is an iconic part of the D&D experience. Has every D&D player experienced a pit trap? Is it something every D&D player should experience?
No. Maybe. Either "Oh no!" or WTF.Are pit traps high art? Are pit traps to dungeon dangers what puns are to humor? What is the most common reaction of Players to having a PC fall in a pit trap? Is it “Oh no!” or <facepalm> or WTF? or “Well played, sir.”
I mean, I enjoyed watching 'Raiders of the Lost Arc', but really, does anyone actually think these kinds of traps make any sense?
3e introduced the idea of 'encounter traps' which has been further developed in 4e.
Make sense? No, of course not. There is a reason why no real world culture has ever constructed complex elaborate traps. I frequently wonder just what sort of machines that you could build - regardless of your technology level - which you could balance on a knives edge just before failure and then leave them in a jungle or cave with the expectation that they'd be functional centuries later. No real world ones certainly, but this is afterall fantasy.
Additionally, showing the party a big pit trap in front of their path does not negate it as an obstacle.
Whereas, a truly hidden pit trap has no fair arbitration in my eyes. The PC might get a Spot or Find Traps check and thats it. Failing that, the PC merrily walks across the floor and falls in.
The alternative is millions of game hours spent tapping the floors with a 10 foot pole across the entire dungeon. Personally, I hate that.
the Grimtooth traps were certainly clever. But I never used them because they felt a bit unfair. The point of them was to offer no clue they existed.
I'm thinking that's part of the problem. A pit trap the players do not know about will kill a PC. Thats actually not much fun, or even involving any great play by the players. A pit trap the players know about and need to figure out is where the interesting game play comes in.
I'd say the most *infamous* pit trap is the one at the entrance to the sample adventure (The Haunted Keep) in the Moldvay basic set. Just about every party I've played through that adventure has lost their thief (d4 hp, 10% chance to detect traps) to that pit (covered, d6 damage).