Should traps have tells?

if the hostile neighbors/invaders are kobolds, my traps need to be low, and "lethal" enough to inflict about 7 damage... which isn't a threat to most adventurers after 1st level, but in this case, I wasn't trying to kill adventurers!
I'm not sure what this looks like in the fiction, that is, what is the nature of a trap that is lethal enough to deal 7 hp damage but not more.
 

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Realistic in the sense that traps are built to harm, maim, and kill rather than be easily-spotted gameplay elements.
Or delay, divert, distract, and disperse. Not all traps need to be damaging but IMO they all need a good in-fiction reason to be there. That they then become gameplay elements is merely a side effect.
 

Or delay, divert, distract, and disperse. Not all traps need to be damaging but IMO they all need a good in-fiction reason to be there. That they then become gameplay elements is merely a side effect.
For me it’ll always come back to Vietnam. That’s how traps work.

Whenever someone says, “That’s not how traps work.” I point to Vietnam. If that’s how they worked in Vietnam, that’s how they work in my games. If a trap has a tell, the tell itself is a trap. It’s asymmetrical warfare. That’s the point.

If I’m going to the trouble of including traps, they’re going to work like they did in Vietnam. I know a lot of people who find that style of play fun. I also know a lot of people who hate that style of play. It’s a big hobby. It takes all kinds.

The other touchstone is Indiana Jones. It’s great for the more gamey style of traps. I’ve done that style myself. It can be a lot of fun. But it always feels like a ride at an amusement park. Nothing wrong with that. I just prefer something that feels more grounded and substantial. This style always feels hollow to me.
 


For me it’ll always come back to Vietnam. That’s how traps work.

Whenever someone says, “That’s not how traps work.” I point to Vietnam. If that’s how they worked in Vietnam, that’s how they work in my games. If a trap has a tell, the tell itself is a trap. It’s asymmetrical warfare. That’s the point.

If I’m going to the trouble of including traps, they’re going to work like they did in Vietnam. I know a lot of people who find that style of play fun. I also know a lot of people who hate that style of play. It’s a big hobby. It takes all kinds.

The other touchstone is Indiana Jones. It’s great for the more gamey style of traps. I’ve done that style myself. It can be a lot of fun. But it always feels like a ride at an amusement park. Nothing wrong with that. I just prefer something that feels more grounded and substantial. This style always feels hollow to me.

I do have to wonder what percentage of traps a dedicated "tunnel rat" from the Vietnam era would spot.

I bet it's much higher than the chance of spotting a trap in D&D. If it were the same chance, no tunnel rats would have survived the war.

Wouldn't a "realistic" system give a thief character a similar chance?
 

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