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Avoiding Explosions in a Tiny Hut
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<blockquote data-quote="Shiroiken" data-source="post: 8484654" data-attributes="member: 6775477"><p>There's a reason old school adventurers carried a 10 ft pole. Being able to trigger or disarm traps safely is good strategy, but not all traps are created equal. A tripwire will go off with very, very little effort, but a pressure plate often requires several pounds to trigger it. In AD&D, one of the advantages of being small and light was that you might not trigger them, as some listed the specific weight needed. Some traps might not hurt the person who triggers it directly*, so triggering them from range won't help. Remember that whatever plans your players come up with, someone else probably has too, thus someone else would think up a counter. Also, disarming traps at a distance is specifically an Arcane Trickster ability, so I'd avoid allowing that.</p><p></p><p>*Favorite AD&D trap: hall has several doors exiting it, each within their own alcove, and each locked and presumably trapped. Standard operating procedure was to have the thief (rogue) open any door they disarm, if they could (used to require rolls). If it was still trapped, the thief would suffer for failing, rather than the rest of the party. This room took advantage of that, as every door has the same trap, which sent all kinds of pain into the room (crossbow bolts from the walls, rocks falling from above, and gouts of flame from the floor). The alcoves with the doors, where the thief would be, was left completely unharmed.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 8484654, member: 6775477"] There's a reason old school adventurers carried a 10 ft pole. Being able to trigger or disarm traps safely is good strategy, but not all traps are created equal. A tripwire will go off with very, very little effort, but a pressure plate often requires several pounds to trigger it. In AD&D, one of the advantages of being small and light was that you might not trigger them, as some listed the specific weight needed. Some traps might not hurt the person who triggers it directly*, so triggering them from range won't help. Remember that whatever plans your players come up with, someone else probably has too, thus someone else would think up a counter. Also, disarming traps at a distance is specifically an Arcane Trickster ability, so I'd avoid allowing that. *Favorite AD&D trap: hall has several doors exiting it, each within their own alcove, and each locked and presumably trapped. Standard operating procedure was to have the thief (rogue) open any door they disarm, if they could (used to require rolls). If it was still trapped, the thief would suffer for failing, rather than the rest of the party. This room took advantage of that, as every door has the same trap, which sent all kinds of pain into the room (crossbow bolts from the walls, rocks falling from above, and gouts of flame from the floor). The alcoves with the doors, where the thief would be, was left completely unharmed. [/QUOTE]
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