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Design & Development: Traps is up!
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<blockquote data-quote="cr0m" data-source="post: 3974764" data-attributes="member: 55932"><p>This is a really interesting look into how different people run their games, not to mention gaming preferences.</p><p></p><p>Arguments about realism aside, it seems to me that if we're right about what they're doing in 4e, you lose the random element of stumbling into traps, but you also lose the plodding, 5' square searching tedium that is many dungeon crawls. To me, that's a win.</p><p></p><p>Also, sure, if you have a trap with a DC that's under the rogue's passive score, he's going to find it. But that's assuming that he'll find it before someone else triggers it, that he won't be weakened or under some condition (poison, spells, etc). It's assuming that the party has dispatched with other obstacles so that he is free to scout ahead with impunity... in short, it assumes that we're talking about a poison needle trap on a chest in the middle of an empty room. I don't mind glossing over that sort of trap.</p><p></p><p><em>edit:</em> p.s. to the DMs who are making your players roll once to "notice something weird" and again to find the trap... you're cheating! Two rolls where one would do penalizes the players by reducing their chances of success. It's the difference between flipping a coin and getting heads, or flipping two coins and getting two heads.</p></blockquote><p></p>
[QUOTE="cr0m, post: 3974764, member: 55932"] This is a really interesting look into how different people run their games, not to mention gaming preferences. Arguments about realism aside, it seems to me that if we're right about what they're doing in 4e, you lose the random element of stumbling into traps, but you also lose the plodding, 5' square searching tedium that is many dungeon crawls. To me, that's a win. Also, sure, if you have a trap with a DC that's under the rogue's passive score, he's going to find it. But that's assuming that he'll find it before someone else triggers it, that he won't be weakened or under some condition (poison, spells, etc). It's assuming that the party has dispatched with other obstacles so that he is free to scout ahead with impunity... in short, it assumes that we're talking about a poison needle trap on a chest in the middle of an empty room. I don't mind glossing over that sort of trap. [i]edit:[/i] p.s. to the DMs who are making your players roll once to "notice something weird" and again to find the trap... you're cheating! Two rolls where one would do penalizes the players by reducing their chances of success. It's the difference between flipping a coin and getting heads, or flipping two coins and getting two heads. [/QUOTE]
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