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Dungeon Crawl/Traps issues...
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<blockquote data-quote="Ogrork the Mighty" data-source="post: 1823790" data-attributes="member: 19042"><p>I think you need to look at how you handle traps in your campaign, especially if you have a rogue that has spent a lot of effort on being able to find and remove them. It's kinda unfair to lessen the role of traps if someone has put the focus into being able to bypass them.</p><p></p><p>First off, you shouldn't be rolling Search checks for every 5' square the party enters. That's nuts and a definite waste of time. Instead, have the character in question tell you when they want to start searching and where. Then, when the character comes across a trap, have them make a Search roll. Set it up so that a failed check results in the trap being set off (so that the player won't be tipped off that a trip is present and then stop in his/her tracks to avoid setting it off). Make sure that there is a downside to searching constantly (e.g. increased chance of wandering monsters), otherwise players will just tell you they're always searching. The same method works for secret doors. Only roll when there is something to be found, and then only if the player as told you they are searching.</p><p></p><p>In our game, traps don't slow the game down at all. Sometimes a player will state they are constantly searching, but then they realize how much time that is eating up and they stop. A good trap designer will have some reason that prevents people from meticulously searching for traps as they advance (e.g. wandering monsters, a time limit, random traps, etc.).</p><p></p><p>A key to setting traps is to maintain an element of surprise. If every door is trapped, then people quickly figure this out and the trap loses its effectiveness. So traps should be scattered and unexpected. Different traps, in different areas, with different effects will keep a party on their toes.</p><p></p><p>And, as some posters have already mentioned, setting traps everywhere is a surefire way for the trapsetters to get themselves killed. Of course, that could be an adventure in itself: the party comes across a dungeon's owners, killed by their own traps. Now the dungeon is "active" and the party must defeat the traps to get to their objective.</p></blockquote><p></p>
[QUOTE="Ogrork the Mighty, post: 1823790, member: 19042"] I think you need to look at how you handle traps in your campaign, especially if you have a rogue that has spent a lot of effort on being able to find and remove them. It's kinda unfair to lessen the role of traps if someone has put the focus into being able to bypass them. First off, you shouldn't be rolling Search checks for every 5' square the party enters. That's nuts and a definite waste of time. Instead, have the character in question tell you when they want to start searching and where. Then, when the character comes across a trap, have them make a Search roll. Set it up so that a failed check results in the trap being set off (so that the player won't be tipped off that a trip is present and then stop in his/her tracks to avoid setting it off). Make sure that there is a downside to searching constantly (e.g. increased chance of wandering monsters), otherwise players will just tell you they're always searching. The same method works for secret doors. Only roll when there is something to be found, and then only if the player as told you they are searching. In our game, traps don't slow the game down at all. Sometimes a player will state they are constantly searching, but then they realize how much time that is eating up and they stop. A good trap designer will have some reason that prevents people from meticulously searching for traps as they advance (e.g. wandering monsters, a time limit, random traps, etc.). A key to setting traps is to maintain an element of surprise. If every door is trapped, then people quickly figure this out and the trap loses its effectiveness. So traps should be scattered and unexpected. Different traps, in different areas, with different effects will keep a party on their toes. And, as some posters have already mentioned, setting traps everywhere is a surefire way for the trapsetters to get themselves killed. Of course, that could be an adventure in itself: the party comes across a dungeon's owners, killed by their own traps. Now the dungeon is "active" and the party must defeat the traps to get to their objective. [/QUOTE]
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