Quasqueton
First Post
For the record: This scenario is completely made up, is not based on a real scenario, is not something I DMed, is not something in which I had a PC.
Quasqueton
Quasqueton
delericho said:Assuming the party is of such level that character death actually matters (ie low to mid level), then this trap is simply bad design - save or die with an extremely high DC just isn't fun. (As opposed to save or 3d6 Con damage, or save or unleash chain lightning on party, or...)
PapersAndPaychecks said:If the adventurers are automatically going to pull the lever, there's no point having a lever; you might as well just have the secret door pop open when the players enter the room.
Bagpuss said:If a trap is just going to automatically kill the players you might as well not have the trap and just rip up their character sheets when they walk in the room.
Bagpuss said:If your running a dungeon where the lever is trapped with a trap impossible (at their level) to detect which instantly kills them on a failed save, how is a player ment to know if the next door nob is similiarly trapped or, the next 5ft of corridor?
Bagpuss said:If you put a lever in the dungeon and you don't intend the players to ever pull it, why put it in?
Bagpuss said:If a trap is just going to automatically kill the players you might as well not have the trap and just rip up their character sheets when they walk in the room.
PapersAndPaychecks said:It doesn't, though. It kills whatever pulls the lever, which could be anything; I have no idea whether this is an option in d20, but in 1e you could have something like an unseen servant pull the lever.
They don't.They proceed carefully, cautiously and quietly at all times or risk death.
Bagpuss said:You can't tell that from the original discription, besides the wizard might not have a suitable spell memorized or even available at their level.
Bagpuss said:Yeah our party did that in the Whispering Caern after finding the wind trap, it took us two months in game time to complete an adventure that might have normally taken us a week in game time. Because we rested and went back to town after nearly every encounter. Thank god we don't play like that anymore (although we have had more character deaths and near misses).
PapersAndPaychecks said:Treated as a test of the characters, this trap's clearly unfair. It's (effectively) an undetectable get-disintegrated-with-all-your-gear trap with no saving throw.
But I don't play to test the numbers on my character sheet against the numbers on the DM's scenario booklet. The trap is a test of the players.
I think good* players are the ones who, whenever possible, arrange things so they don't need to roll the dice, and those are the players who'd survive the trap and progress towards the (presumably rich) treasure that awaits!
Edited to add:
* This use of the word "good" needs a qualifier. I accept that there are players who think all traps should be detectable and nonlethal if undetected, and such groups would doubtless call me a crap DM. By their lights, they would be correct to do so.
By "good players" I mean those who would be likely to survive in the most challenging tactical environments. Other groups are less Darwinian and would presumably call "good players" those who were best at improvisational theatre. Or something.