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General Tabletop Discussion
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Do you let PC's just *break* objects?
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<blockquote data-quote="Lanefan" data-source="post: 9050722" data-attributes="member: 29398"><p>There's a difference: to me the gameplay purpose of traps is to delay and-or weaken the PCs; for which the only interaction required is that they set the damn things off. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>That some traps also serve to alert the opposition when set off is a bonus.</p><p></p><p>All I think they should recognize in retrospect is that they weren't cautious enough (or maybe just plain ol' unlucky, it happens). There isn't always a clue, and a well-designed trap wouldn't provide any.</p><p></p><p>That said, on the flip side sometimes they can get lucky and find traps ahead of time they really have no business finding. One relatively recent example from my game is an illusionary floor covering a pit trap. Almost impossible to find by normal means, but by sheer luck their mage had cast <em>Detect Magic </em>in the previous room and it was still running when they reached this hall.</p><p></p><p>And rarely, a trap can even be an unexpected benefit. Some PCs met a Ghost once in my game. Ghosts have this nasty effect where if you fail a save you run away in blind panic; the Ghost then tracks you down to whatever corner you end up hiding in (unless you manage to flee far enough) and kills you while you're cowering. One character fled and went straight into a pit trap, which then closed above her - thus making her the only character in the party who was safe from the Ghost as the Ghost didn't know the trap was there!</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9050722, member: 29398"] There's a difference: to me the gameplay purpose of traps is to delay and-or weaken the PCs; for which the only interaction required is that they set the damn things off. :) That some traps also serve to alert the opposition when set off is a bonus. All I think they should recognize in retrospect is that they weren't cautious enough (or maybe just plain ol' unlucky, it happens). There isn't always a clue, and a well-designed trap wouldn't provide any. That said, on the flip side sometimes they can get lucky and find traps ahead of time they really have no business finding. One relatively recent example from my game is an illusionary floor covering a pit trap. Almost impossible to find by normal means, but by sheer luck their mage had cast [I]Detect Magic [/I]in the previous room and it was still running when they reached this hall. And rarely, a trap can even be an unexpected benefit. Some PCs met a Ghost once in my game. Ghosts have this nasty effect where if you fail a save you run away in blind panic; the Ghost then tracks you down to whatever corner you end up hiding in (unless you manage to flee far enough) and kills you while you're cowering. One character fled and went straight into a pit trap, which then closed above her - thus making her the only character in the party who was safe from the Ghost as the Ghost didn't know the trap was there! [/QUOTE]
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Do you let PC's just *break* objects?
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