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A Question Of Agency?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8151071" data-attributes="member: 82106"><p>Yeah, the atmosphere thing is fair. I had a whole LONG thread on traps, years back, and we did come up with that as one function of traps. The 'toll bridge' COULD also be a viable function in a case where it is presented as "quickly escape through this trapped corridor, or go the roundabout way and risk capture." or something like that. </p><p></p><p>Still, the way traps are presented, and the 'Theivery' or 'Slight of Hand' or 2e-style 'find & remove traps' work, the fun is precluded unless you ignore how those work. As 5e reads a trap is just a thing that you have to find with Perception, or else set off, and then try to disarm with 'Thieves Tools' or else (I'm not sure what the or else is here). There isn't any rules process for engaging with a trap as a 'puzzle'. It isn't even totally clear that Perception vs Investigation is the correct skill for understanding what they do. I mean, most traps have some fiction associated, and that may suggest a way to bypass them (IE jump over the square containing the plate). </p><p></p><p>It is, obviously, one of those things where you can simply ignore some rules and maybe interpret using tools in a certain way and create an 'OSR-like' kind of scenario, but it is definitely not really the default (well, since skills and tools are actually options in 5e it is not clear what the DEFAULT rules for traps even are...).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8151071, member: 82106"] Yeah, the atmosphere thing is fair. I had a whole LONG thread on traps, years back, and we did come up with that as one function of traps. The 'toll bridge' COULD also be a viable function in a case where it is presented as "quickly escape through this trapped corridor, or go the roundabout way and risk capture." or something like that. Still, the way traps are presented, and the 'Theivery' or 'Slight of Hand' or 2e-style 'find & remove traps' work, the fun is precluded unless you ignore how those work. As 5e reads a trap is just a thing that you have to find with Perception, or else set off, and then try to disarm with 'Thieves Tools' or else (I'm not sure what the or else is here). There isn't any rules process for engaging with a trap as a 'puzzle'. It isn't even totally clear that Perception vs Investigation is the correct skill for understanding what they do. I mean, most traps have some fiction associated, and that may suggest a way to bypass them (IE jump over the square containing the plate). It is, obviously, one of those things where you can simply ignore some rules and maybe interpret using tools in a certain way and create an 'OSR-like' kind of scenario, but it is definitely not really the default (well, since skills and tools are actually options in 5e it is not clear what the DEFAULT rules for traps even are...). [/QUOTE]
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