I like these traps... during a battle with skeletons!kensanata said:The rogue missing the trap and somebody getting hit 1d8 spears doing +10 attacks for 1d8 damage... I dunno. Not exiting enough.
Yup, exactly.FalcWP said:It seems to me that most traps are impractical or illogical in most dungeons - they're added to give the rogue something to do, or to eat up some of the party's resources.
Exactly what I do - if I bother to place traps at all.FalcWP said:Personally, I try to set up dungeons that make sense regardless of whether or not PCs ever come by to rob the place.
I doubt there's any way to justify that kind of traps in any logical way. They get their 'wow-factor' from the very fact they're totally illogical. It's just like those endlessly complicated mouse-traps that rely on chains of weird domino-effects that are so fascinating to many people but are obviously completely impracticable.FalcWP said:Take, for instance, the room in Indiana Jones and the Temple of Doom with the lowering spiked wall and the spikes shooting up from the floor. [...] While I want interesting traps, I want them to be in the dungeon for a purpose, not just to show off how neat a trap it is.
Very sparingly, only the most basic traps that are cheap to create, easy to maintain and easy to evade by the place's inhabitants.FalcWP said:So... how do folks use traps in their games?
FalcWP said:So... how do folks use traps in their games?
How do you add interesting traps to a dungeon while still providing a reason for that trap to be in the dungeon?
What sort of traps have you found most and least effective (not necessarily from a 'Tricked the party' standpoint, but from a 'This was really fun and made sense' standpoint)?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.