Are there any WotC adventures out there that actually have traps anymore?


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Well, I'm not complaining, I always felt traps were too big of a part of D&D. They're usually only a challenge for one character (the rogue), and the frequency in which they have generally been a part of most D&D structures makes it hard to suspend disbelief; who would really trap an area they live in or regularly move around in to any serious degree?

I've always downplayed traps in my games and my rogue players have never lacked for stuff to do; they get plenty of action and screen time already advance scouting for the party, plus are already full participants in most battles, diplomatic encounters, etc.
 

Well Felon, there is the CR1 "money" trap you fail to see everytime you purchase a WotC module :lol: But the others are correct, the older modules always had at least one pit trap and one trapped treasure area. I think its gone away simple due to space needed for the creatures information. no shortage of words there eventho' they have tried to cut down on the verbage(wish I could :] )
 

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