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Best practices for easy-to-run modules [+]
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<blockquote data-quote="Voadam" data-source="post: 9808588" data-attributes="member: 2209"><p>In D&D as a player I generally expect there might be both traps I cannot see that I trigger and ones that I can figure out to avoid.</p><p></p><p>Some games you might want it to be all things that can be figured out, sort of an Indiana Jones/Doctor Who style one and that can be fun and give a specific tone where the PCs are clever protagonists who most always overcome obstacles (consistent with most D&D combat) and there are foreshadowing clues to be used to overcome the challenge. But since being hit with a trap in D&D is often just some abstract hp being hit by a trap can also be more like Indiana Jones being just missed by dart traps as he runs out of the ruins, it adds to stress and danger but does not stop him or kill him.</p><p></p><p>I generally don't like unavoidable save or die traps, I want characters to live and continue with the campaign for the most part. I also do not really care for traps that make little sense. But as a PC I have thoroughly enjoyed triggering an unknown illusion covered pit as I charged an enemy in a war battle where I was part of the forefront attacking forces, then took no damage from it and popped up the other side to punch an embedded bad guy in the face thanks to using monk super speed and jumping. I quite appreciated the logic of the defensive trap set up and how I had no real way to know it was there (pretty much only if I had let others go first and trigger it) and how I had run straight into it.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9808588, member: 2209"] In D&D as a player I generally expect there might be both traps I cannot see that I trigger and ones that I can figure out to avoid. Some games you might want it to be all things that can be figured out, sort of an Indiana Jones/Doctor Who style one and that can be fun and give a specific tone where the PCs are clever protagonists who most always overcome obstacles (consistent with most D&D combat) and there are foreshadowing clues to be used to overcome the challenge. But since being hit with a trap in D&D is often just some abstract hp being hit by a trap can also be more like Indiana Jones being just missed by dart traps as he runs out of the ruins, it adds to stress and danger but does not stop him or kill him. I generally don't like unavoidable save or die traps, I want characters to live and continue with the campaign for the most part. I also do not really care for traps that make little sense. But as a PC I have thoroughly enjoyed triggering an unknown illusion covered pit as I charged an enemy in a war battle where I was part of the forefront attacking forces, then took no damage from it and popped up the other side to punch an embedded bad guy in the face thanks to using monk super speed and jumping. I quite appreciated the logic of the defensive trap set up and how I had no real way to know it was there (pretty much only if I had let others go first and trigger it) and how I had run straight into it. [/QUOTE]
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