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How do you use traps?
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<blockquote data-quote="kensanata" data-source="post: 3861708" data-attributes="member: 47845"><p>I came to the same conclusion and warn my players: <a href="http://www.emacswiki.org/cgi-bin/alex/2007-04-26_D%ef%bc%86D_and_Thieves" target="_blank">I don't like traps and rogues</a>. If I write my own adventures, traps will be very rare. If I run modules, I just keep the traps the authors put there.</p><p></p><p>Instead, I like to use an ambush were enemies take advantage of terrain. Possibly this involves pits and spikes – but I try to avoid rogue save-or-die searching for and disarming of traps. The pits prevent fighters from charging and gives enemy archers more time to work havoc on magic users.</p><p></p><p>I would use a slow moving trap to introduce time pressure. Hopefully not in a save-or-die situation. For example: You notice sand is trickling down what you thought were ventilation shafts. It just keeps on coming! You estimate that within twenty minutes the exit will no longer be reachable. Do you want to try and go for the rubies in the eyes of yonder demon lord statue, or do you want to make a quick exit? The trap forces players to make certain choices they would not have to make without the trap. That's an interesting effect of a trap.</p><p></p><p>The rogue missing the trap and somebody getting hit 1d8 spears doing +10 attacks for 1d8 damage... I dunno. Not exiting enough.</p></blockquote><p></p>
[QUOTE="kensanata, post: 3861708, member: 47845"] I came to the same conclusion and warn my players: [url=http://www.emacswiki.org/cgi-bin/alex/2007-04-26_D%ef%bc%86D_and_Thieves]I don't like traps and rogues[/url]. If I write my own adventures, traps will be very rare. If I run modules, I just keep the traps the authors put there. Instead, I like to use an ambush were enemies take advantage of terrain. Possibly this involves pits and spikes – but I try to avoid rogue save-or-die searching for and disarming of traps. The pits prevent fighters from charging and gives enemy archers more time to work havoc on magic users. I would use a slow moving trap to introduce time pressure. Hopefully not in a save-or-die situation. For example: You notice sand is trickling down what you thought were ventilation shafts. It just keeps on coming! You estimate that within twenty minutes the exit will no longer be reachable. Do you want to try and go for the rubies in the eyes of yonder demon lord statue, or do you want to make a quick exit? The trap forces players to make certain choices they would not have to make without the trap. That's an interesting effect of a trap. The rogue missing the trap and somebody getting hit 1d8 spears doing +10 attacks for 1d8 damage... I dunno. Not exiting enough. [/QUOTE]
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