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General Tabletop Discussion
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Brief Thoughts on Traps and Player Agency
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<blockquote data-quote="Guest 6801328" data-source="post: 6866586"><p>I think that's the right of it. I'd even adjust the original description to suppress some of the specifics. "You smell the stench of decay" for example, and maybe also "large cracks between the floorboards". If they specifically ask where it's coming from you can say from the floor. If they say they get down and sniff the floor you can add that it's coming from between the cracks.</p><p></p><p>For players who just want to roll Perception/Investigation, have a list of such details, sorted by DC. Give each player one roll, and then give them the hint with the highest DC that they qualify for.</p><p></p><p>Maybe what we need is a standardized "stat block" for such traps/puzzles. A default description, then a table of clues. For each clue there's a DC, and an example of the type of action that will reveal the clue automatically.</p></blockquote><p></p>
[QUOTE="Guest 6801328, post: 6866586"] I think that's the right of it. I'd even adjust the original description to suppress some of the specifics. "You smell the stench of decay" for example, and maybe also "large cracks between the floorboards". If they specifically ask where it's coming from you can say from the floor. If they say they get down and sniff the floor you can add that it's coming from between the cracks. For players who just want to roll Perception/Investigation, have a list of such details, sorted by DC. Give each player one roll, and then give them the hint with the highest DC that they qualify for. Maybe what we need is a standardized "stat block" for such traps/puzzles. A default description, then a table of clues. For each clue there's a DC, and an example of the type of action that will reveal the clue automatically. [/QUOTE]
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