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General Tabletop Discussion
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Honoring Pit Traps
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<blockquote data-quote="Janx" data-source="post: 5682050" data-attributes="member: 8835"><p>One of the things I like about Celebrim's ideas is that that he always seems to incorporate D&D tropes into the world such that they make sense yet don't radically change the game world, and then presenting it to the players so they SEE how that concept fits in the world.</p><p></p><p>If there was a dungeon with the usual random assortment of monsters in it, and prior adventurers running about, then many of the big original traps would likely have been triggered. Celebrim basically covers that, by showing the players some broken traps.</p><p></p><p>Additionally, showing the party a big pit trap in front of their path does not negate it as an obstacle.</p><p></p><p>Whereas, a truly hidden pit trap has no fair arbitration in my eyes. The PC might get a Spot or Find Traps check and thats it. Failing that, the PC merrily walks across the floor and falls in.</p><p></p><p>The alternative is millions of game hours spent tapping the floors with a 10 foot pole across the entire dungeon. Personally, I hate that.</p><p></p><p>the Grimtooth traps were certainly clever. But I never used them because they felt a bit unfair. The point of them was to offer no clue they existed.</p><p></p><p>I'm thinking that's part of the problem. A pit trap the players do not know about will kill a PC. Thats actually not much fun, or even involving any great play by the players. A pit trap the players know about and need to figure out is where the interesting game play comes in.</p><p></p><p>Assuming the players need to cross it, they'll work to test the nature of it, and determine a means to disable or bypass it</p><p></p><p>They may even use the trap against an enemy later in the session.</p></blockquote><p></p>
[QUOTE="Janx, post: 5682050, member: 8835"] One of the things I like about Celebrim's ideas is that that he always seems to incorporate D&D tropes into the world such that they make sense yet don't radically change the game world, and then presenting it to the players so they SEE how that concept fits in the world. If there was a dungeon with the usual random assortment of monsters in it, and prior adventurers running about, then many of the big original traps would likely have been triggered. Celebrim basically covers that, by showing the players some broken traps. Additionally, showing the party a big pit trap in front of their path does not negate it as an obstacle. Whereas, a truly hidden pit trap has no fair arbitration in my eyes. The PC might get a Spot or Find Traps check and thats it. Failing that, the PC merrily walks across the floor and falls in. The alternative is millions of game hours spent tapping the floors with a 10 foot pole across the entire dungeon. Personally, I hate that. the Grimtooth traps were certainly clever. But I never used them because they felt a bit unfair. The point of them was to offer no clue they existed. I'm thinking that's part of the problem. A pit trap the players do not know about will kill a PC. Thats actually not much fun, or even involving any great play by the players. A pit trap the players know about and need to figure out is where the interesting game play comes in. Assuming the players need to cross it, they'll work to test the nature of it, and determine a means to disable or bypass it They may even use the trap against an enemy later in the session. [/QUOTE]
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