Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Is this a fair trap?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Ruin Explorer" data-source="post: 8285744" data-attributes="member: 18"><p>Yes it is and I've done it, more than once, however, IMHO, you have to not be a jerk about it. Traps are physically real objects (or they're magic as all hell which means vulnerable to Detect Magic lighting up real bright and detailed), and too many trap designers in 1E and even 2E and later editions forget that like, these are not existing in "idea space" (or "katana space" - that being wherever Duncan MacLeod of the clan MacLeod draws his katana from). Way too many traps just don't have the mechanism they'd need (even like, in a simple way) to actually make them function. To me, and I don't mean to dictate on this, but to me, that's the worst kind of BS. So I always check all the traps in any adventure I intend to run to ensure they aren't naughty word in that way.</p><p></p><p>But yeah, if you have a "double-play" trap that's fine IMHO so long as if they really think about it, or make an effort to double-check, there's some way to discover that at least something hinky is going on.</p><p></p><p>Personally when I come across traps in someone else's adventure which I intend to run I check the following:</p><p></p><p>1) Does the trap even work, as written? About 80% do. In the remaining 20%, they range from missing some obvious thing which will make it fail (or totally trivial to avoid) to outright "didn't understand physics". I have run ones that didn't work and just had them fail where it contributed to the vibe of a dungeon/adventure. If they don't, I usually fix them though, trying to retain the concept/style.</p><p></p><p>2) Does it make a single lick of sense that the trap would be there? This is like 80% in 3PP adventures, and er... more like 50-70% in WotC and TSR adventures. I have no idea what is up with the latter (and to be fair I am not talking 5E much, mostly earlier editions but definitely including 4E where it was often more like 30-50% in early 4E WotC stuff. Is there some plausible explanation or does it being implausible help in some sense with atmosphere or something? If the answer is no, I decide - either I remove the trap, or I come up with some sort of explanation as to why it is there (which has actually come up a surprising number of times).</p><p></p><p>3) Is the trap actually going to make the adventure more interesting? Again we're at like 70-80% on 3PP adventures and er... a lower figure for WotC and most TSR ones. WotC in 3E and 4E really had a lot of "this trap obviously just exists because there was a trap quota" traps. If the answer is no, I either just remove it, or replace it with one that's actually interesting.</p><p></p><p>I can't speak for everyone, but my main party, or me, would immediately zap the rope from a distance because it's suspicious as hell. No-one just leaves a useful rope to get out of a pit, or suspiciously vertical in a pit. I just don't see any scenario that rope doesn't get zapped or shot with a flaming arrow from at least 30' (or some poor familiar or the like is sent in 5E, if the angle isn't right). That would be hard to defeat because the trap designer couldn't guess where the party would be when they did it.</p><p></p><p>Of course if you'd used this on me when I was 10-12, my PC would be dead at the bottom of that pit right now.</p><p></p><p>One thing I feel is a bit underused in adventures is fired traps or traps which have partially failed due to age. The latter can be especially fun because you have a really terrifying trap that is quite dangerous but also fails in some way that makes everyone sigh with relief.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8285744, member: 18"] Yes it is and I've done it, more than once, however, IMHO, you have to not be a jerk about it. Traps are physically real objects (or they're magic as all hell which means vulnerable to Detect Magic lighting up real bright and detailed), and too many trap designers in 1E and even 2E and later editions forget that like, these are not existing in "idea space" (or "katana space" - that being wherever Duncan MacLeod of the clan MacLeod draws his katana from). Way too many traps just don't have the mechanism they'd need (even like, in a simple way) to actually make them function. To me, and I don't mean to dictate on this, but to me, that's the worst kind of BS. So I always check all the traps in any adventure I intend to run to ensure they aren't naughty word in that way. But yeah, if you have a "double-play" trap that's fine IMHO so long as if they really think about it, or make an effort to double-check, there's some way to discover that at least something hinky is going on. Personally when I come across traps in someone else's adventure which I intend to run I check the following: 1) Does the trap even work, as written? About 80% do. In the remaining 20%, they range from missing some obvious thing which will make it fail (or totally trivial to avoid) to outright "didn't understand physics". I have run ones that didn't work and just had them fail where it contributed to the vibe of a dungeon/adventure. If they don't, I usually fix them though, trying to retain the concept/style. 2) Does it make a single lick of sense that the trap would be there? This is like 80% in 3PP adventures, and er... more like 50-70% in WotC and TSR adventures. I have no idea what is up with the latter (and to be fair I am not talking 5E much, mostly earlier editions but definitely including 4E where it was often more like 30-50% in early 4E WotC stuff. Is there some plausible explanation or does it being implausible help in some sense with atmosphere or something? If the answer is no, I decide - either I remove the trap, or I come up with some sort of explanation as to why it is there (which has actually come up a surprising number of times). 3) Is the trap actually going to make the adventure more interesting? Again we're at like 70-80% on 3PP adventures and er... a lower figure for WotC and most TSR ones. WotC in 3E and 4E really had a lot of "this trap obviously just exists because there was a trap quota" traps. If the answer is no, I either just remove it, or replace it with one that's actually interesting. I can't speak for everyone, but my main party, or me, would immediately zap the rope from a distance because it's suspicious as hell. No-one just leaves a useful rope to get out of a pit, or suspiciously vertical in a pit. I just don't see any scenario that rope doesn't get zapped or shot with a flaming arrow from at least 30' (or some poor familiar or the like is sent in 5E, if the angle isn't right). That would be hard to defeat because the trap designer couldn't guess where the party would be when they did it. Of course if you'd used this on me when I was 10-12, my PC would be dead at the bottom of that pit right now. One thing I feel is a bit underused in adventures is fired traps or traps which have partially failed due to age. The latter can be especially fun because you have a really terrifying trap that is quite dangerous but also fails in some way that makes everyone sigh with relief. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Is this a fair trap?
Top