Saeviomagy
Adventurer
I think it speaks volumes about the excellent quality of ENworld DMs that every other time I've seen one of these threads, most of the player stupidity has actually been the DM failing to explain situations to players.
Anyway, my example is as follows:
The party rogue was convinced that he was the world's greatest trapsmith, and had convinced the rest of the party of the same. His MO was to check for traps and succeed, attempt to disarm the trap and fail miserably (because he'd managed to end up with a terrible disable score), trigger the trap, save against it and survive unscathed, then bluff the rest of the party that he had successfully disarmed the trap (I meant to do that!).
In this case, the trap was a particularly nasty one guarding a passageway that the party knew for a fact looped back to where they'd already been. It consisted of not one, but two rays of enervation (ie - they drain 2d4 levels each on a successful touch attack). The rogue at this time was level 16.
The trap is initally triggered by the rogue as he steps on it's trigger while searching for a secret door that they know must be there (as they've already gotten to thefar side of it). It misses.
The rogue searches the trap trigger, finds it, and works out that the trap automaticallly resets after each attack. He decides to disarm it.
He rolls quite well, but this is a really tough trap and he triggers it anyway.
One of the two attacks hit, draining him of 2 levels.
Incidentally, I let my players roll their own disarm checks - so he knows that he needs at least a 20 on his roll to disarm it.
He tries to disarm it again. The second time, his luck runs out. The first enervate hits, draining him of 3 more levels. The second enervate crits him, and drains 14 levels, killing him instantly.
Later on the party had to battle his wraith, because not one of them passed the religion or arcana checks to know that they needed to take precautions.
Anyway, my example is as follows:
The party rogue was convinced that he was the world's greatest trapsmith, and had convinced the rest of the party of the same. His MO was to check for traps and succeed, attempt to disarm the trap and fail miserably (because he'd managed to end up with a terrible disable score), trigger the trap, save against it and survive unscathed, then bluff the rest of the party that he had successfully disarmed the trap (I meant to do that!).
In this case, the trap was a particularly nasty one guarding a passageway that the party knew for a fact looped back to where they'd already been. It consisted of not one, but two rays of enervation (ie - they drain 2d4 levels each on a successful touch attack). The rogue at this time was level 16.
The trap is initally triggered by the rogue as he steps on it's trigger while searching for a secret door that they know must be there (as they've already gotten to thefar side of it). It misses.
The rogue searches the trap trigger, finds it, and works out that the trap automaticallly resets after each attack. He decides to disarm it.
He rolls quite well, but this is a really tough trap and he triggers it anyway.
One of the two attacks hit, draining him of 2 levels.
Incidentally, I let my players roll their own disarm checks - so he knows that he needs at least a 20 on his roll to disarm it.
He tries to disarm it again. The second time, his luck runs out. The first enervate hits, draining him of 3 more levels. The second enervate crits him, and drains 14 levels, killing him instantly.
Later on the party had to battle his wraith, because not one of them passed the religion or arcana checks to know that they needed to take precautions.
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