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Design & Development: Traps is up!
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<blockquote data-quote="infax" data-source="post: 3971169" data-attributes="member: 12784"><p>I was replying to Morrus in the announcement thread, but I think it applies to this discussion as well:</p><p></p><p></p><p></p><p></p><p></p><p>What if there are a series of Powers that allow characters to change their chances of noticing traps. If it is an expendable (and renewable) resource, it could be interesting. Something like a per day (or perhaps "per encounter", depending on how that works out of combat) power that allows you to significantly add to your Perception and roll instead of taking 10. Then Rogues would use that at those "this is perfect for a trap" spots, on suspicious doors or on the treasure chest just before trying to open it, but not every 10 feet of the dungeon corridors.</p><p></p><p>I like their new approach to traps but I agree a static DC versus a static Perception score may be a little too bland and predictable.</p><p></p><p></p><p></p><p></p><p></p><p></p><p>I would think that's where the <em>puzzle</em> component would come in. If it is a simple pit trap and you detect it, you have several options. The rogue could try to disable it (jamming the floor dropping mechanism). The Acrobatics guy could try to jump over it and help the others across with a rope or something. Maybe the mage could levitate and get across. Or the group could spend a little time and try to figure a way through (maybe they could take down a door from a previous room and use it as a crude bridge across the trap). And for a well designed adventure, the trapped passage would only be the best way to get to the other side, but there would be others, longer, or better protected (with monsters) paths to get to the same destination.</p><p></p><p>So, no, I don't think that after detecting a trap the group is reduced to either deciding to find another way or soak the damage.</p></blockquote><p></p>
[QUOTE="infax, post: 3971169, member: 12784"] I was replying to Morrus in the announcement thread, but I think it applies to this discussion as well: What if there are a series of Powers that allow characters to change their chances of noticing traps. If it is an expendable (and renewable) resource, it could be interesting. Something like a per day (or perhaps "per encounter", depending on how that works out of combat) power that allows you to significantly add to your Perception and roll instead of taking 10. Then Rogues would use that at those "this is perfect for a trap" spots, on suspicious doors or on the treasure chest just before trying to open it, but not every 10 feet of the dungeon corridors. I like their new approach to traps but I agree a static DC versus a static Perception score may be a little too bland and predictable. I would think that's where the [I]puzzle[/I] component would come in. If it is a simple pit trap and you detect it, you have several options. The rogue could try to disable it (jamming the floor dropping mechanism). The Acrobatics guy could try to jump over it and help the others across with a rope or something. Maybe the mage could levitate and get across. Or the group could spend a little time and try to figure a way through (maybe they could take down a door from a previous room and use it as a crude bridge across the trap). And for a well designed adventure, the trapped passage would only be the best way to get to the other side, but there would be others, longer, or better protected (with monsters) paths to get to the same destination. So, no, I don't think that after detecting a trap the group is reduced to either deciding to find another way or soak the damage. [/QUOTE]
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