Is this fair? -- your personal opinion

Is this fair? -- (your personal thought/feelings)

  • Yes

    Votes: 98 29.1%
  • No

    Votes: 188 55.8%
  • Other

    Votes: 51 15.1%

Treebore said:
Yep. Killing a character for being too stupid to tie a 50 foot length of rope to the lever and then pull on it from 45 feet away is very unfair. I hate it when DM's expect me to think.
At that point, it could have been a trap that disintegrated you even then. The key is that the DC was absurd. Had it been a normal Destruction trap, DC 20, that would be completely fair to toss onto a lever, even in a first level dungeon (in my opinion, of course). Would it make sense in a first-level dungeon? Hell no. But it would be fair. The DC was high to the point where the trap in this example was not fair.

It seems like (though I'm not trying to pigeonhole you) you're one of the GMs who would say those old 1st edition traps that when you step on the stairs they automatically killed you, no save, as you fell into the stairs and were crushed, were fair, even when there was no way to detect the trap. I can't agree with that.
 

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Ourph said:
In this case, the choice IS the encounter. For some types of players, this is one of the most interesting kinds of encounters because it cannot be solved by straightforward thinking. Games of cat & mouse logic are a big part of the fun for the groups I play with.

Then you can see how this is really player vs. dm logic. Who is more devious, who can one-up the other, can you outsmart the placer of traps or do you become a victim of them?

It's fine, but it's no kind of game I want to play, and it's certainly not what I expect when I sit down to play a game of heroic fantasy. I'm not trying to outsmart the DM, I'm trying to be Lord Albright the Dragonslayer. I don't want to have my personal intelligence pitted against the DM's personal intelligence, I want Lord Albright's cleverness to be pitted against the dragon's cleverness. If Lord Albright fails, I expect it to lead to interesting and challenging scenarios, not his untimely and unavoidable death. The simple reason is that facing challenges is heroic and fantastical, while dying is neither.

It's fine to play the game a different way, but it would be nonstandard. Which means that, sure, in a nonstandard game there might be room for such a thing, and if your personal games are nonstandard in this manner then your personal feelings would be different. You're playing it different, but you're having fun, and that's what's important. You can't be too flabberghasted that it's a minority way of precieving things, though.

Why would someone create a trap that is troublesome or inconvenient but non-fatal? Isn't the idea of a trap that it prevents you from going someplace or doing something by killing you in the most efficient way possible if you try to go where or do what you aren't supposed to?

If it's a question of verisimilitude, it opens up a can of many worms that the OP isn't answering. Who IS supposed to go there, how do they do it, why would they want to stop others from doing it, why would they hide the trap, and how did they become so extravagantly rich that they spent so much gold on one lever?

See, if your goal is to stop people from going somewhere, you've got a lot of tools at your disposal before you even have to resort to traps. A wall would do the job...heck, an illusory one would probably still cost less. Various spells (like glyphs and wards) are made from scratch to do such things. If you're only trying to prevent most people from doing it, spreading rumors around town about the dangerous monsters and dressing up scooby-doo style will do it quite nicely. A simple poisoned dart would be very cheap and work well enough for most purposes. If you were watching out for heroic adventurers, monsters do the same trick for a lot less money, normally (you guard the mcguffin with a BBEG).

A death trap itself has all sorts of security holes. If you're making it that powerful, how can you guarantee a lich or vampire won't try to do it? What about tying a rope to the lever, how do you fight against that? What if they have access to resurrection? What about the SECOND person to pull the lever? How, exactly, is that doing a good job of protecting your whatever?

An invincible death trap would simply be out of the realm of believability in the first place. It screams of lack of imagination -- a DM who just wanted to dangle a baited hook to revel in his omnipotent DM powers of life and death over imaginary heroes.

If verisimilitude is a problem with a less leathal trap (though it usually isn't, as I've shown above), it's an even bigger problem with a trap this pointlessly lethal.

If your job is to take RISKS (underlined, exclamation point) then shouldn't you expect the consequences of taking RISKS (underlined, double exclamation point) to be RISKY (underlined, bolded, quadrulple exclamation point) rather than just inconvenient or troublesome? You seem to be implying that adventurers should be the type who laugh in the face of danger, but what you're really saying is that adventurers in a D&D game are the type of laugh in the face of the thinly veiled illusion of danger because they know that no matter how incautious or unprepared they might be the danger will never be anything more than a temporary setback. WOW! How brave!

You're setting up a strawman. I'm saying the danger should be fair. It'd also be nice if it made sense (the death trap does not). Because this is made to be a game of fantasy adventure, not a game of DM/Player one-upmanship, it's not unreasonable to expect that. Heroes laugh in the face of danger, they don't die from touching levers. They sometimes fall into pit traps filled with thousands of venomous scorpions from touching levers, or open the door to the sleeping monster by touching levers, or release the tainted black evil cloud by touching levers, but all those are interesting challenges where survival depends on strength and skill, not arbitrary punishments for arbitrary descisions.
 

ThirdWizard said:
I don't follow them, but I also find it illogical to find a trap that costs more than the rest of the dungeon put together.

First, the destruction trap's DC is wrong. It should be 20 Fort, so the monk should have made the save. So, we're dealing with an even more powerful trap, with heightenings and some kind of insane DC boosting going on. Should the PCs expect anything like that? The DM is purposely raising the DC in order to increase the lethality of an already extremely lethal trap.

Second, the whole setup is completely metagamey. It's a lever in a room. Maybe it lowers the dumbwaiter. Maybe it signals for someone in another room to come attend to whomever is staying there. There are lots of reason to have a lever in a room that have nothing to do with the secret door and have nothing to do with traps.

That's what levers are for. To do things. Nobody sticks a randomly trapped lever in a room for the sole purpose of killing curious intruders. You put the lethal trap on a place they're sure to go/touch/mess with. To expect it to be trapped is completely metagaming, and I don't plan out dungeons based on metagame views and I don't take character actions based on metagame views.

Bravo! My thoughts exactly.
 


Or by a roll of the very arbitrary dice.

Aye, but that's what makes 'em challenging. That die roll may be arbitrary, but the DC is fair, and you have the bonuses your character can add to it, and that's fair. So you have a fair chance.

And if you fail the die roll? Then things get worse, but you can keep trying, time and time again, fighting the uphill battle against fate and chance. If you fail enough die rolls (and the enemies, who have the same fair chance, succeed), maybe you won't be able to try another die roll without a new character. But it took more than one failure to kill you, and it took more than one success by your enemies to destroy you, and that fight against the fair chance for success is the elemental nature of the heroic struggle at the core of the d20 mechanic.
 


I"m not a fan of save or die type traps so I'd vote it was unfair, regardless of other circumstances. Now, two saves or three saves or die, thatsa different story, but I always like to give thepcs a chance outside of one die roll to overcome something.
 

Quasqueton said:
Lots of maybes about how the lever could make sense...

Maybe the boxed text for the room, when translated into Sanskrit and displayed in Courier font, makes a picture of a sailboat if you look at it with your eyes unfocused.

That doesn't matter to the adventuring party.

If you're running a worldsim, fine and dandy. If you're running an adventure for other people, it's sloppy design.

Pre-emptively, to team "My world is a living world and sometimes it has death in it and I'm not going to change things just to make life easy for the PCs": If your world's history is so rich with a veiled tapestry of culture and intrigue as to not even allow but REQUIRE this ridiculous instakill lever, it's rich and cultured enough to not even allow but REQUIRE additional clues in the area -- ancient glyphs in the dungeon that can still be read; stories passed down for generations about the ancient lever that holds that last power of a dead god and will slay anyone save a faithful worshipper... of which there are none, since the god is dead; the ability to find the trap with trapfinding and taking 20 taken into account; and so forth. If you can come up with a justification for the absurd trap, you can come up with a justification for some clues about the absurd trap... unless creating a faithful living is not actually your goal. Because in a faithful living world, that trap would have clues. Anything that deadly would.
 

Treebore said:
Yep. Killing a character for being too stupid to tie a 50 foot length of rope to the lever and then pull on it from 45 feet away is very unfair. I hate it when DM's expect me to think.

Honestly Treebore, DM's like you and JrrNelliot and tons of others would just have it travel down the rope. Gaming isnt about fun with you guys, its about screwing the player and pinning the sheet on your fridge. If you make it to level 2, its because the DM didnt feel like porting the tarrasque in on your character while they were on the can.

You opened the door? You fools! You should have listened!
You listen? Haha, killer earwigs swarm you!
You place a glass on the door! IDIOTS! It had a shatter spell on it, you're deaf now.

Yup, sums up adversarial grognard gaming at its finest.
 
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