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*Dungeons & Dragons
GMing and "Player Skill"
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<blockquote data-quote="bloodtide" data-source="post: 9747519" data-attributes="member: 6684958"><p>Well, first you want to establish with the players that they can use player skill and toss the silly rule book on the floor.</p><p></p><p>Also if the player is just doing the Stumble and Bumble where they say "whatever, search the fireplace, Huzza!", then the PC just triggers the trap. </p><p></p><p>A lot of traps have their trigger marked, even more so a trap in a public place like a fireplace. So having something like a painted line, grove, carving, metal gate or other thing servers as a warning to not stand there as the trap will trigger.</p><p></p><p>Symbols on the floor and fireplace do the same thing. Either standard symbols or custom ones. </p><p></p><p>If it is a reseting trap, there might very well be dried blood splatter around the fireplace.</p><p></p><p></p><p>This is very true! And I can speak from long, long, long bloody experience here....it often takes the "5E fanbase" a long, long, long time to learn this. that single blade trap will kill a graveyard full of 5E PCs before the players open their eyes and see.</p><p></p><p></p><p>The part of being a good DM is making the telegraphs very obvious, but seemingly something else or otherwise harmless.</p><p></p><p>Agreed!</p><p></p><p></p><p>Well, a Good DM always has a deep understanding of any puzzle. This is part of being a Good DM. The DM that just throws out the vague trap with no idea how it works, is not such a good DM.</p><p></p><p>A good puzzle has at least one part of it is immediately visible, but maybe not obvious. It allows interaction and investigation. You don't have to telegraph the danger, just the mechanism. And while the DM should have in mind the "simple" way to get past the puzzle....that is the way whoever made it bulit into it how they would get past it if they needed too, you <strong>don't want solutions determined in advance. </strong>Anything, anyway can solve a puzzel, as long as it meets the set requirements. The solution depends on common sense, more then anything.</p></blockquote><p></p>
[QUOTE="bloodtide, post: 9747519, member: 6684958"] Well, first you want to establish with the players that they can use player skill and toss the silly rule book on the floor. Also if the player is just doing the Stumble and Bumble where they say "whatever, search the fireplace, Huzza!", then the PC just triggers the trap. A lot of traps have their trigger marked, even more so a trap in a public place like a fireplace. So having something like a painted line, grove, carving, metal gate or other thing servers as a warning to not stand there as the trap will trigger. Symbols on the floor and fireplace do the same thing. Either standard symbols or custom ones. If it is a reseting trap, there might very well be dried blood splatter around the fireplace. This is very true! And I can speak from long, long, long bloody experience here....it often takes the "5E fanbase" a long, long, long time to learn this. that single blade trap will kill a graveyard full of 5E PCs before the players open their eyes and see. The part of being a good DM is making the telegraphs very obvious, but seemingly something else or otherwise harmless. Agreed! Well, a Good DM always has a deep understanding of any puzzle. This is part of being a Good DM. The DM that just throws out the vague trap with no idea how it works, is not such a good DM. A good puzzle has at least one part of it is immediately visible, but maybe not obvious. It allows interaction and investigation. You don't have to telegraph the danger, just the mechanism. And while the DM should have in mind the "simple" way to get past the puzzle....that is the way whoever made it bulit into it how they would get past it if they needed too, you [B]don't want solutions determined in advance. [/B]Anything, anyway can solve a puzzel, as long as it meets the set requirements. The solution depends on common sense, more then anything. [/QUOTE]
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