S
Sunseeker
Guest
Maybe, and that's part of his job. I'd be less inclined to think poorly of a DM who stopped us from doing something stupid by saying "Are you sure that's what you want to do?" than one who stayed silent while giving us no indication we ought to be more careful.Actually the DM should have got them 10'-poling quite a bit sooner, either by way of a much lighter trap or a dangerous-looking door that wasn't or even just some well-placed reminders that any door could be deadly.
It's one reason I don't really like traps to begin with. But theoretically there should be some kind of "tell" for the trap, and it's up to the DM to make that tell at least reasonably clear before letting the players walk face-first into stupid.If it gets to this point the DM has left it too late, and thus has to in effect give away the existence of a theoretically-hidden trap.
But I understand you and I run our games differently. It's one of the reasons I think my players don't mind me imparting some action or motive to their characters. I view the game in a highly cooperative sense, sometimes the narrator directs and sometimes the actor acts.
Hence the important line about "no dangerous doors before". Sure, there's always got to be a "first dangerous door" but again, there should be some kind of tell. Such as people mentioned up thread: if the altar kills whatever touches it, perhaps there's dead bodies (of people, bugs, animals, whatever), similarly the exploding door could have a fried skeleton in front of it, or perhaps the opposite wall has a "blast shadow" on it.In this particular instance I'd have very little sympathy for those players, based solely on this exchange. They are (one assumes) in a dangerous place (i.e. any adventure) doing dangerous things and they're trying to short-cut instead of simply developing a standard operating procedure that includes reasonable caution.
Again, it's the PC's job to do the looking. It's the DMs job to tell them they ought to be looking. I don't want players frozen by paralysis that every little doorknob may be trapped, that slows the game, I mean...unless they're in the "Hall of Dangerous Knobs". (and then doors may not be the only thing to avoid!)Now if this was the mens' room door in the local pub going up for 55 points damage that'd be different!
There may be tells, there may not; but they're all for naught if the PCs don't bother to look/listen/pay attention.
Bolded the important part. That was left out of my initial exchange for a reason. A "Strangely Clean Chest" is a tell. This is also an example of players "self-assigning rolls" IMO, I would probably just hold my hand up to tell them to wait for me to finish speaking, and then if they want to jump over and open the chest I'll let them do it.I mean, look how often this sort of exchange happens:
DM describing the room: "...and in the middle of this dusty library is a chest, made of iron-bound wood and strangely clea..."
PC: "I open the chest!"
DM: > sigh < "Make a saving throw: are you glued to the chest that obviously now isn't a chest? The rest o' ye: roll initiative."
Lanefan