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Another Deadly Session, and It's Getting Old
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<blockquote data-quote="kenada" data-source="post: 8102812" data-attributes="member: 70468"><p>Thanks for the explanation. The more I read about official adventures, the happier I am to be doing my own thing. I make liberal use of traps, including some from or inspired by <em>Grimtooth’s Traps</em> (picked up the compilation a few years ago at Origins, so I have use it, obviously), but I’ve yet to put one in my dungeons that is as out of whack as this one here.</p><p></p><p>Also to !DWolf’s point about foreshadowing, traps can be <a href="https://thealexandrian.net/wordpress/45020/roleplaying-games/rulings-in-practice-traps" target="_blank">boring or not boring</a>. The sequence of events here was: make an impossible check, make two difficult saving throws, or die. That doesn’t strike me as a very interesting trap or a recipe for a fun time at the table. There needs to be more going on than that.</p><p></p><p>To your point CapnZapp, there should be enough detail in the trap that players can deal with it in ways other than just making a skill check. That helps makes traps less overtly punishing and more like another way to engage the dungeon. The examples in the CRB and GMG are usually good about this, so that this one is seemingly not is a bit vexing (another case of problems caused by developing an adventure without a finalized ruleset?).</p></blockquote><p></p>
[QUOTE="kenada, post: 8102812, member: 70468"] Thanks for the explanation. The more I read about official adventures, the happier I am to be doing my own thing. I make liberal use of traps, including some from or inspired by [I]Grimtooth’s Traps[/I] (picked up the compilation a few years ago at Origins, so I have use it, obviously), but I’ve yet to put one in my dungeons that is as out of whack as this one here. Also to !DWolf’s point about foreshadowing, traps can be [URL='https://thealexandrian.net/wordpress/45020/roleplaying-games/rulings-in-practice-traps']boring or not boring[/URL]. The sequence of events here was: make an impossible check, make two difficult saving throws, or die. That doesn’t strike me as a very interesting trap or a recipe for a fun time at the table. There needs to be more going on than that. To your point CapnZapp, there should be enough detail in the trap that players can deal with it in ways other than just making a skill check. That helps makes traps less overtly punishing and more like another way to engage the dungeon. The examples in the CRB and GMG are usually good about this, so that this one is seemingly not is a bit vexing (another case of problems caused by developing an adventure without a finalized ruleset?). [/QUOTE]
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