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Is It me, or has TFYP Missed Tomb Of Horror's Best Trap?
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<blockquote data-quote="Benji" data-source="post: 7065856" data-attributes="member: 6793743"><p>Well first, this is how another Dm explain it to me after we'd decided not to pick up the staff and had finished the adventure. I thought then that it was literally the best trap I'd ever seen. I'm sad to hear it apparently isn't the case. But as I enjoyed it let me make a case for it anyway.</p><p></p><p>1) Antimagic doesn't destroy magic, a continuous effect comes 'back on' after it's been inside a field.</p><p>2) So do magic items, like a +1 sword or everburning torch will come 'back on' too. </p><p>3) In that case an item is basically something is powered down and up when it goes inside field. So a staff of magi would have no power when inside the field. Broken inside, it doesn't detonate.</p><p>4) Taking it back out 'turns the thing back on' an here is really a never discussed much in my head the staff suddenly came 'back on' and went 'I'm broken' and react accordingly. Again I am not talking about removing the anti-magic field, I'm talking about removing it from the field.</p><p></p><p>That's some thoughts. I suppose wands that have been fired inside a field don't then go off when you leave. </p><p></p><p></p><p>I can see this part of the argument now, I have never questioned it up until now, so I have been believing this is the coolest trap in D&D for like over a decade. Which kind of makes tomb of horrors much more dumb in my estimation. Why even bother defining it as a staff of the magi? Just to add weight to the illusion? Obligatory loot grab with some work?</p><p></p><p>I may have to work a way to out it back in that way, change the room slightly.</p></blockquote><p></p>
[QUOTE="Benji, post: 7065856, member: 6793743"] Well first, this is how another Dm explain it to me after we'd decided not to pick up the staff and had finished the adventure. I thought then that it was literally the best trap I'd ever seen. I'm sad to hear it apparently isn't the case. But as I enjoyed it let me make a case for it anyway. 1) Antimagic doesn't destroy magic, a continuous effect comes 'back on' after it's been inside a field. 2) So do magic items, like a +1 sword or everburning torch will come 'back on' too. 3) In that case an item is basically something is powered down and up when it goes inside field. So a staff of magi would have no power when inside the field. Broken inside, it doesn't detonate. 4) Taking it back out 'turns the thing back on' an here is really a never discussed much in my head the staff suddenly came 'back on' and went 'I'm broken' and react accordingly. Again I am not talking about removing the anti-magic field, I'm talking about removing it from the field. That's some thoughts. I suppose wands that have been fired inside a field don't then go off when you leave. I can see this part of the argument now, I have never questioned it up until now, so I have been believing this is the coolest trap in D&D for like over a decade. Which kind of makes tomb of horrors much more dumb in my estimation. Why even bother defining it as a staff of the magi? Just to add weight to the illusion? Obligatory loot grab with some work? I may have to work a way to out it back in that way, change the room slightly. [/QUOTE]
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