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Design & Development: Traps is up!
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<blockquote data-quote="TwinBahamut" data-source="post: 3970772" data-attributes="member: 32536"><p>I think it is too early to say that there is nor point to traps...</p><p></p><p>Ideally, there would only be a few traps, that guard specific paths that the PCs <em>must</em> pass through in order to reach the objective. Traps don't make much sense if they are scattered randomly, after all. This easily removes the "just walking around every trap you notice" issue.</p><p></p><p>The difference between noticing a trap and not noticing a trap is how prepared the party is to deal with it when it springs. I imagine that the point of disable device will not so much be "stop the trap <em>before</em> it activates, so we don't take <em>any</em> damage", but rather "turn off the trap <em>after</em> it has already activated, so we take <em>less</em> damage". As a whole, I see it as a movement from traps being either triggered for full damage or completely avoided, to traps having a widely variable amount of danger within a single trap. In this case, I don't think static DCs will be much of a problem.</p><p></p><p>It is probably better to think that the DC for noticing a trap is set by the level of the challenge, and it is up to the PCs, not just the DM, to put enough effort into Perception to keep up with the escalating challenge of the traps. If the PCs put effort into Perception, tehy will spot the traps. If they don't, the won't spot the traps.</p></blockquote><p></p>
[QUOTE="TwinBahamut, post: 3970772, member: 32536"] I think it is too early to say that there is nor point to traps... Ideally, there would only be a few traps, that guard specific paths that the PCs [i]must[/i] pass through in order to reach the objective. Traps don't make much sense if they are scattered randomly, after all. This easily removes the "just walking around every trap you notice" issue. The difference between noticing a trap and not noticing a trap is how prepared the party is to deal with it when it springs. I imagine that the point of disable device will not so much be "stop the trap [i]before[/i] it activates, so we don't take [i]any[/i] damage", but rather "turn off the trap [i]after[/i] it has already activated, so we take [i]less[/i] damage". As a whole, I see it as a movement from traps being either triggered for full damage or completely avoided, to traps having a widely variable amount of danger within a single trap. In this case, I don't think static DCs will be much of a problem. It is probably better to think that the DC for noticing a trap is set by the level of the challenge, and it is up to the PCs, not just the DM, to put enough effort into Perception to keep up with the escalating challenge of the traps. If the PCs put effort into Perception, tehy will spot the traps. If they don't, the won't spot the traps. [/QUOTE]
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