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Do you let PC's just *break* objects?
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<blockquote data-quote="Charlaquin" data-source="post: 9050735" data-attributes="member: 6779196"><p>Well, yeah, they’re multipurpose, and can certainly also serve as resource taxes. But in my view, if they can’t also be interacted with, they might as well be Bolts From the Gods. A trap that’s impossible to detect may as well just be “you all lose 3d6 HP.”</p><p></p><p>From a Wattsonian perspective, sure, a well-designed trap should be nearly undetectable. From a Doylist perspective though, a trap that can’t be detected is just a screwjob. A well-designed trap should, in my view, test the players’ ability to pick up on and interpret subtle details in the environment and make good decisions about how to navigate and interact with the environment based on those interpretations.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 9050735, member: 6779196"] Well, yeah, they’re multipurpose, and can certainly also serve as resource taxes. But in my view, if they can’t also be interacted with, they might as well be Bolts From the Gods. A trap that’s impossible to detect may as well just be “you all lose 3d6 HP.” From a Wattsonian perspective, sure, a well-designed trap should be nearly undetectable. From a Doylist perspective though, a trap that can’t be detected is just a screwjob. A well-designed trap should, in my view, test the players’ ability to pick up on and interpret subtle details in the environment and make good decisions about how to navigate and interact with the environment based on those interpretations. [/QUOTE]
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Do you let PC's just *break* objects?
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