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*Pathfinder & Starfinder
Dealing with overly cautious players!
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<blockquote data-quote="Cavall" data-source="post: 5405933" data-attributes="member: 100498"><p>If I can be really honest here, if they are searching a dungeon, why wouldn't they look around for traps?  Isn't that part of the dungeon crawl?</p><p> </p><p>What you really should be doing is finding new and clever traps that they feel rewarded for disarming.  But use traps sparingly and make them harder.  Maybe with puzzles to figure out to disarm, not just simple locks and mechanics.</p><p> </p><p>If they want to deal with traps, do so.  What you could also do is wait for the natural 1 that will one day come up.  Still keep the trap, but have a bunch of monsters come out too, so they have to find a way to escape the trap while fighting bad guys and time is a massive factor.  It would make for a great encounter and give them a decent story to tell afterwards.</p><p> </p><p>Really you are asking how to keep a way to screw your players over in the game, when you should be asking how to reward their ingenuity and planning.  Besides, the more spells they spend looking for traps the less they will have to deal with whats behind it.  And some traps can be set off manually by bad guys on the other side, making it not as simple as taking your time and looking around with a few skills and magic.</p></blockquote><p></p>
[QUOTE="Cavall, post: 5405933, member: 100498"] If I can be really honest here, if they are searching a dungeon, why wouldn't they look around for traps? Isn't that part of the dungeon crawl? What you really should be doing is finding new and clever traps that they feel rewarded for disarming. But use traps sparingly and make them harder. Maybe with puzzles to figure out to disarm, not just simple locks and mechanics. If they want to deal with traps, do so. What you could also do is wait for the natural 1 that will one day come up. Still keep the trap, but have a bunch of monsters come out too, so they have to find a way to escape the trap while fighting bad guys and time is a massive factor. It would make for a great encounter and give them a decent story to tell afterwards. Really you are asking how to keep a way to screw your players over in the game, when you should be asking how to reward their ingenuity and planning. Besides, the more spells they spend looking for traps the less they will have to deal with whats behind it. And some traps can be set off manually by bad guys on the other side, making it not as simple as taking your time and looking around with a few skills and magic. [/QUOTE]
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Dealing with overly cautious players!
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