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How do you use traps?
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<blockquote data-quote="delericho" data-source="post: 3863812" data-attributes="member: 22424"><p>Sparingly. When I do use traps, I prefer the 'encounter traps' as described in Dungeonscape to the 'regular' traps from the DMG. Too often, the latter are either simply found and disarmed by the Rogue, or not found, do their damage, and healed after. Either way, they're a bit dull.</p><p></p><p>When I do use traps, though, I generally do make them deadly, though. They tend to either be fairly obvious (see below) or non-instantaneous, but I have no qualms about them killing off PCs who aren't prepared/lucky/smart.</p><p></p><p></p><p></p><p>Start by considering who built the dungeon. This will determine whether there should be traps, and of what form. Consider also the current occupants, if different. (Perhaps the lair was built by Orcs, which suggests few traps, but has been taken over by Kobolds, which suggests lots of sneak snares, spikes, pits and narrow tunnels.)</p><p></p><p>This gives you versimilitude.</p><p></p><p>Then, think of the cool visuals, cool effects, and other such things that you'd really like to spring on the PCs. This builds the core mechanics of the trap. Then, determine where and how it will be hidden, and what clues (if any) you should give.</p><p></p><p>Be sure to give some thought about whether it should be possible for the dungeon inhabitants to get past the trap, and how they would go about doing that. Consider also whether they have young who might accidentally wander into the trap... and whether the adults would actually care.</p><p></p><p></p><p></p><p>One thing I've done a couple of times is make the trap really obvious, but force the PCs to run the gauntlet anyway, by engaging them in combat at the same time, or imposing a strict time limit that makes the question of whether to disarm the trap or not something they have to consider.</p><p></p><p>Also quite fun are traps that smart PCs can use to their advantage - activating the scything blade just as the Orge charges, or what have you.</p></blockquote><p></p>
[QUOTE="delericho, post: 3863812, member: 22424"] Sparingly. When I do use traps, I prefer the 'encounter traps' as described in Dungeonscape to the 'regular' traps from the DMG. Too often, the latter are either simply found and disarmed by the Rogue, or not found, do their damage, and healed after. Either way, they're a bit dull. When I do use traps, though, I generally do make them deadly, though. They tend to either be fairly obvious (see below) or non-instantaneous, but I have no qualms about them killing off PCs who aren't prepared/lucky/smart. Start by considering who built the dungeon. This will determine whether there should be traps, and of what form. Consider also the current occupants, if different. (Perhaps the lair was built by Orcs, which suggests few traps, but has been taken over by Kobolds, which suggests lots of sneak snares, spikes, pits and narrow tunnels.) This gives you versimilitude. Then, think of the cool visuals, cool effects, and other such things that you'd really like to spring on the PCs. This builds the core mechanics of the trap. Then, determine where and how it will be hidden, and what clues (if any) you should give. Be sure to give some thought about whether it should be possible for the dungeon inhabitants to get past the trap, and how they would go about doing that. Consider also whether they have young who might accidentally wander into the trap... and whether the adults would actually care. One thing I've done a couple of times is make the trap really obvious, but force the PCs to run the gauntlet anyway, by engaging them in combat at the same time, or imposing a strict time limit that makes the question of whether to disarm the trap or not something they have to consider. Also quite fun are traps that smart PCs can use to their advantage - activating the scything blade just as the Orge charges, or what have you. [/QUOTE]
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