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Unearthed Arcana: Traps Revisited
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<blockquote data-quote="Saeviomagy" data-source="post: 7709518" data-attributes="member: 5890"><p>This article seems a lot like empty page count to me. </p><p></p><p>More random selection between perception and investigation.</p><p></p><p>More random arbitrary rules on how hard it is to perform basic physical actions (ie - why do you need thieves' tools and a successful roll to disable a bear trap? Why do you need thieves' tools and a roll to disable a tripwire-crossbow?)</p><p></p><p>Thieves' tools and rolls should be reserved for things that are actually difficult, like re purposing a trap, moving it's tripwire, changing it to trigger only after multiple hits on it's trigger etc.</p><p></p><p>More arbitrary disable methods (why can't you disable the pressure plate of sleep of ages with thieves' tools?)</p><p></p><p>More nonsensical traps and rules (why does the path of blades get more deadly when you tamper with the rune? Why would the trap creators hobble the first part of the trap like that? Why can't I work out the rhythm of the crushing pillars? Why do I have to be in the trapped area to use thieves' tools? What is the strange magic that stops multiple creatures from messing with the rune? Why do so many traps require three castings of dispel magic when dispel magic can remove multiple effects with a single casting? What does a disable device roll do to the vents in the poison tempest that requires a character to stand next to them? Or for that matter why does busting up the statue make the gas flow quicker?)</p><p></p><p>Any of these traps, run as written, are just going to be frustrating <em>except to the player who just says "I roll disable device"</em>. Well, unless the DM follows the article advice, and he asks "what do you do?" and the player says "I don't know, you didn't describe the trap".</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 7709518, member: 5890"] This article seems a lot like empty page count to me. More random selection between perception and investigation. More random arbitrary rules on how hard it is to perform basic physical actions (ie - why do you need thieves' tools and a successful roll to disable a bear trap? Why do you need thieves' tools and a roll to disable a tripwire-crossbow?) Thieves' tools and rolls should be reserved for things that are actually difficult, like re purposing a trap, moving it's tripwire, changing it to trigger only after multiple hits on it's trigger etc. More arbitrary disable methods (why can't you disable the pressure plate of sleep of ages with thieves' tools?) More nonsensical traps and rules (why does the path of blades get more deadly when you tamper with the rune? Why would the trap creators hobble the first part of the trap like that? Why can't I work out the rhythm of the crushing pillars? Why do I have to be in the trapped area to use thieves' tools? What is the strange magic that stops multiple creatures from messing with the rune? Why do so many traps require three castings of dispel magic when dispel magic can remove multiple effects with a single casting? What does a disable device roll do to the vents in the poison tempest that requires a character to stand next to them? Or for that matter why does busting up the statue make the gas flow quicker?) Any of these traps, run as written, are just going to be frustrating [i]except to the player who just says "I roll disable device"[/i]. Well, unless the DM follows the article advice, and he asks "what do you do?" and the player says "I don't know, you didn't describe the trap". [/QUOTE]
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