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%

delericho said:
#3 should not occur in a level-appropriate dungeon.

Itallcs mine.

The above term irritates me to no end. In my games, it's not uncommon for 1st level pcs to hear rumors about a deadly place like "The Tomb of Horrors" or "Fire Swamp." Low level character venturing there get what they deserve. I'm not changing the giants to orcs or the traps to nerf spitballs simply based on the party's level.
 

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Flexor the Mighty! said:
You are just showing off that massive chip you have on your shoulders? Seriously, no matter what anyone says you are going to claim they are lying and really would screw the players no matter what. What did you say when someone suggested using a rope? Something along the lines of "be honest you would have the trap effects travel down the rope so you can get off on your god complex".

This coming from the guy who likes the "trap within a trap" chest...

The entire point of alternating those traps IS to screw the players no matter what choice they make. Oh, you disarm the trap? You're screwed. Use a rope? you're screwed. Theres no rhyme or reason to their placement, other than to ensure that, even with caution, you still wont get off, and that their caution ensures their defeat at times.

Its a terrible style of play that damn near ruined an entire generation of gamers. When the simple act of opening a chest or door requires 10-20 minutes of experimentation (which will occasionally bite you on the ass at the DM's whim), those are games I'd rather pull my teeth out with pliers than attend.

Here's another "gem" from Grimtooth if you like crap like that. The party comes to a door. The hinges and lock on it are heavily corroded, but the door itself looks somewhat weak. If bashed open, their actions break a flask of poisonous gas on the other side of the door. GOTCHA! Or perhaps the door has dry rot, and kicking through it unleashes a blade trap that cuts off their leg. Mix that one up with doors that have explosive runes painted on the other side, mimics in the form of doors etc for added "fun" that leave your players wondering why they attended the session.
 

JRRNeiklot said:
Itallcs mine.

The above term irritates me to no end. In my games, it's not uncommon for 1st level pcs to hear rumors about a deadly place like "The Tomb of Horrors" or "Fire Swamp." Low level character venturing there get what they deserve. I'm not changing the giants to orcs or the traps to nerf spitballs simply based on the party's level.

What are the odds that they'd make it through the dungeon and aquire the McGuffin in a dungeon far above their level, though? I think one of the salient points in the OP is that they've made it through the dungeon, so by this point at least, they have been in a beatable dungeon. This is not the case of a first level party going to the ToH.
 


JRRNeiklot said:
Itallcs mine.

The above term irritates me to no end. In my games, it's not uncommon for 1st level pcs to hear rumors about a deadly place like "The Tomb of Horrors" or "Fire Swamp." Low level character venturing there get what they deserve. I'm not changing the giants to orcs or the traps to nerf spitballs simply based on the party's level.

I agree with what you're saying. Except that for 1st level PCs, "The Tomb of Horrors" is not a level-appropriate dungeon. If they choose to go there, more fool them, and they should pay the price for doing so.

It doesn't change my point, though. There is such a thing as a level-appropriate dungeon for any given level. If the party are in such a dungeon, they should not encounter an undetectable, extreme-save-DC, insta-kill trap. And, if they're not in such a dungeon, then they should know they're not in such a dungeon.
 

JRRNeiklot said:
So, traps should suddenly morph into a different form each time a party enters simply depending on their level? That amounts to the Houston Astros taking Roger Clemens out and putting in Joe the hotdog salesman simply because a rookie is coming up to bat.

(sigh) Okay, tell you what. Let's put this in a different context.

Suppose that all the players aforementioned were only 1st level.

The rogue might only have +4 to detect traps at that level.

Subsequently, because we don't know how the rogue rolled, we can argue that the GM may have been rolling and rolled a natural 1, giving the rogue all of a "5" towards finding the overtly trapped lever.

The Monk might only have a +2 to their saving throw.

Rolling a 19 yields a total of a 21 base save. And now, the really funny news:

Magic-based traps can have anything up to a DC 31 saving throw, and only be "Spell level +2" CR.

So, theoretically, it could have been a basic "Lightning bolt" trap, dealing 4d6 damage, made by the dungeon's creator long ago. The CR of the trap would be 6, (which is "Run away" for a 1st level party) maybe it was intended for the flesh golem to pull the level when the master wanted to walk through.4d6 damage is enough to kill a monk (up to 5th level if the monk has no con bonus and rolled poorly)

The "pile of dust" is purely DM addition to the situation, he probably chuckled after it happened.
 

ehren37 said:
Its a terrible style of play that damn near ruined an entire generation of gamers. When the simple act of opening a chest or door requires 10-20 minutes of experimentation (which will occasionally bite you on the ass at the DM's whim), those are games I'd rather pull my teeth out with pliers than attend.

But that's, like, your opinion, man. I think it's pretty well established by this point that you and I prefer different styles of play, and that it's probably for the best that we aren't playing at the same table. But I don't see the point of your continuing to insist that my prefered style of play is "wrong" and "bad" and "terrible" and that I'm part of a "ruined generation" because I prefer to play the game in a different manner than you do.
 

JRRNeiklot said:
So, traps should suddenly morph into a different form each time a party enters simply depending on their level? That amounts to the Houston Astros taking Roger Clemens out and putting in Joe the hotdog salesman simply because a rookie is coming up to bat.

The example with the Astros works because both teams want to win. The goal of the Astros is to defeat their opponents.

If your intention is to WIN against your players, then an undetectable instakill lever makes perfect sense.

If your intention is to provide a reasonable challenge -- with, YES, the possibility of death for bad luck or sloppy play -- then the undetectable lever, based on the info we've got, is sloppy design.
 

delericho said:
#3 should not occur in a level-appropriate dungeon. The trick here is that the Rogue needs to look in the right place, but if the Rogue looks where there is, in fact, a trap, then in a level-appropriate dungeon he should find it (assuming he takes 20).

Taking 20 being a "sure thing" in a "level appropriate dungeon" is metagame thinking. Only game design strictures dictate that an entire dungeon is going to contain challenges within a certain range. This is not true in the real world and it is also not true in most game worlds not based on the fairly new paradigm that PCs should only face challenges within ~3CR +/- of their average level. From the character's perspective, an ancient dungeon inhabited by CR1/2 orcs could easily contain traps left over from a much higher CR inhabitant. Only metagame thinking would dictate to the players that such a setup wouldn't occur because it would be disruptive to the assumptions made by the game.

So, except in the case where the party know they're in over their heads, they shouldn't be missing traps that exist.

This is one way to play, and I understand that preference, but a preference for a game where failure to detect traps that are searched for is actually a possibility is OK too. It adds a different level of challenge to the game that some people don't want to deal with. Fine, I understand that. But that type of play doesn't require metagame thinking and it certainly isn't inherently "unfair".

And this isn't a lack of "tactical thinking" either. The party did the RIGHT THING. If you suspect a trap, have the Rogue check for traps. If it's there, he should find it (again, unless #3 applies, in which case, you'll know).

Their assumptions that they did the RIGHT THING are based on metagame thinking. In previous editions of D&D this wouldn't be considered the RIGHT THING because any search for traps always carried the possibility that the trap was simply missed. In fact, I can prove that, in this instance, the PCs did NOT do the RIGHT THING by the simple fact that the trap was, in fact, there and killed a PC when activated. Again, you may prefer a game where metagame thinking based on "level appropriateness" leads the actions of the characters, which is fine. I don't have a problem with that. But in a game based on different assumptions this trap makes perfect sense and is immenently fair both in-character and at the metagame level.

An undetectable, extreme-save-DC, insta-kill trap has no business being in any level-appropriate dungeon.

I wholeheartedly agree with that statement.

I file this under, "but don't be an idiot". Okay, the Rogue has detected no traps, and is confident about that assessment (he's taken-20). But even the best of us make mistakes. Therefore, if someone's going to pull the lever, you send forward the person best able to survive a mistake, just in case. (Hardly metagaming.)

No, considered in that light it's just stupid thinking. If you're admitting the possibility of a trap, then sending someone you actually care about to potentially set it off just because the numbers are on their side is ridiculously incautious. Especially when it's extremely easy to substitute a proxy or just wait until further information is available about the potential trap. Remember, there was absolutely no need for the party in question to pull the lever in this scenario. They had accomplished their mission, they had a safe way out of the dungeon already cleared of challenges, they could have simply left (or waited and rested to gain the appropriate divination or conjuration spells). Exposing the monk to risk simply because he's best able to survive most challenges is just silly when there are means available to expose NO ONE to any risk whatsoever.

Did you read my other post, with the example trap where if you don't pull the lever you get zapped? Isn't that an equally valid set-up? Do you think that's fair too?

Your trap would be fair if detecting the trap indicated to the Rogue that the trap extended to both doors. I would have given him that info on a successful roll because it allows the party to make better decisions. At that point they might figure out going through the door they came in (which was safe at the time) might be dangerous now. I would say that your trap is significantly harder than the one described in the OP's post because there is no option for the party to simply walk away from the encounter safely. Once inside the room they MUST figure out the nature of the trap or face its consequences. As I said before, I'd much rather face a trap where my own decision-making allows me to avoid a save rather than facing a trap where I must make a save but the DC is "level appropriate". So while I wouldn't call the trap you designed unfair, I would say it's a much greater challenge for the party and would think twice about using that design (whereas I have no problem with the design of the original trap).
 


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