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Is this a fair trap?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8284382" data-attributes="member: 82106"><p>See, this is where we get into the endless debates about GM-adjudicated things. You are correct, up to a point, IMHO. Beyond that... consider, a 10x10x10 block of stone weighs on the order of FIFTY TONS. It is going to the bottom of that pit, and your cube is going to barely present an obstacle, its going to be squirted out of their like nothing (I am going to assume the trap designer was smart enough to insure that the block is somewhat smaller than the pit's dimensions). Honestly, the big problem would be making sure the block falls cleanly into the pit and doesn't get stuck, etc. but that's an 'engineering' problem and could be plausibly solved. </p><p></p><p>I'd also point out that GCs are very close to invisible as per the writeup in 1e MM, so it is fairly likely that in poor light the PCs don't even notice it is there, until one of them tries to scale the pit or something. Of course dropping a torch in would be my first move, so...</p><p></p><p>Anyway, it is a highly implausible trap, but so what? DUNGEONS are so utterly implausible, in every respect, that calling out stuff inside them for being implausible is simply a fool's errand. The scenario works at the level of "if you make a few assumptions that are more-or-less supported by the rules, it could work." It is not so outre that the players shouldn't be able to AT LEAST reason out that something bad will happen if they follow the obvious SOP. That's how these things basically all work, they start from "what are the players likely to do, lets make them regret that..." and go on from there. This is fine in Skilled Play. You're simply testing them, giving them a chance to demonstrate some cunning. </p><p></p><p>The one area that I find a bit dubious is the 'flammable rope' part, you had better describe the rope, on closer examination, as being covered in grease or something like that. This would both explain how it isn't dissolved and should warn the players that fire might be hazardous. They should be able to reason out at least most of the rest of the trap from that. The yellow mold is just 'frosting on top', nasty but really immaterial to solving the thing. It is certainly a very classic trap, and BTW Grimtooth's is LONG predated by this issue of WD, which is one of the earliest ones.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8284382, member: 82106"] See, this is where we get into the endless debates about GM-adjudicated things. You are correct, up to a point, IMHO. Beyond that... consider, a 10x10x10 block of stone weighs on the order of FIFTY TONS. It is going to the bottom of that pit, and your cube is going to barely present an obstacle, its going to be squirted out of their like nothing (I am going to assume the trap designer was smart enough to insure that the block is somewhat smaller than the pit's dimensions). Honestly, the big problem would be making sure the block falls cleanly into the pit and doesn't get stuck, etc. but that's an 'engineering' problem and could be plausibly solved. I'd also point out that GCs are very close to invisible as per the writeup in 1e MM, so it is fairly likely that in poor light the PCs don't even notice it is there, until one of them tries to scale the pit or something. Of course dropping a torch in would be my first move, so... Anyway, it is a highly implausible trap, but so what? DUNGEONS are so utterly implausible, in every respect, that calling out stuff inside them for being implausible is simply a fool's errand. The scenario works at the level of "if you make a few assumptions that are more-or-less supported by the rules, it could work." It is not so outre that the players shouldn't be able to AT LEAST reason out that something bad will happen if they follow the obvious SOP. That's how these things basically all work, they start from "what are the players likely to do, lets make them regret that..." and go on from there. This is fine in Skilled Play. You're simply testing them, giving them a chance to demonstrate some cunning. The one area that I find a bit dubious is the 'flammable rope' part, you had better describe the rope, on closer examination, as being covered in grease or something like that. This would both explain how it isn't dissolved and should warn the players that fire might be hazardous. They should be able to reason out at least most of the rest of the trap from that. The yellow mold is just 'frosting on top', nasty but really immaterial to solving the thing. It is certainly a very classic trap, and BTW Grimtooth's is LONG predated by this issue of WD, which is one of the earliest ones. [/QUOTE]
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