Flexor the Mighty!
18/100 Strength!
delericho said:I would walk away from a game featuring this trap, or the one in the OP.
I or my players wouldn't. I guess its a good thing we don't game together.

delericho said:I would walk away from a game featuring this trap, or the one in the OP.
werk said:No, no, no. The trap doesn't hurt the BBEG, he can pull his lever all day and night, back and forth, up and down, and never get dusty.![]()
Ourph said:Taking 20 being a "sure thing" in a "level appropriate dungeon" is metagame thinking.
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.
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.
But in a game based on different assumptions this trap makes perfect sense
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.
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).
delericho said:As far as I can see, for the entire party to survive this trap they need to do one of three things:
1) Not enter the room. This will either be due to dumb luck (we've completed our mission, let's just go), natural suspicion (although that could go either way - sure, you may well suspect the lever is trapped, but would you automatically assume it was trapped such that the rogue couldn't neutralise it?), or having the rogue check the entry doorway for traps (which may be dumb luck, or may be SOP).
2) Having determined that the lever and secret door are trapped, also check the door you came in for traps. I've seen no replies anywhere in this thread suggesting that that should be SOP, so I'm going to put that down to dumb luck. Of course, you get that information for free if using a wand of trap detection or a find traps spell, but is that the first recourse for a party with a rogue to do the job? And is it something that would be done once the rogue has confirmed that there is, in fact, a trap? Why use magic to detect traps that you now know are there?
3) Pull the lever. But, since the consensus on the 'the OP trap is fair' crowd is that strange levers should not be pulled as default, I have to assume that that's not SOP, and so put it down to dumb luck.
I don't see how a group can survive this trap without fatalities through good play, except by not entering the room. And I see no real reason not to enter the room (except that the party already has the McGuffin. So, what about the case where they find the room before finding the McGuffin?)
That was, of course, my intent. I don't believe that the OP trap was fair, I believe that this one is more fair than the OP, since it can be detected (although not disarmed), and can be disabled very easily, and I absolutely don't believe that the trap I suggested was fair.
I would walk away from a game featuring this trap, or the one in the OP.
Kamikaze Midget said:Now, knowing that the use may be trapped, they took reasonable and steady precautions for handling the trap that would have been known to the characters (this guy can find even magical traps! and I've seen Bruce Lee over here dodge right around fireballs and resist charms and laugh off poison! Even if our keen-eyed trapfinder misses something, this guy can probably take what it would dish out!).
Third Wizard said:Ourph, you can't tell me what I think. I know what I think, and you're wrong about what I think.
No metagame thinking is required. There is no in game reason to think a lever would be trapped in and of itself. You seem to approach it as if it is obviously trapped. But, here's what happens in game:
PCs think it's kind of suspicious.
PCs check it for traps.
PCs find that there is no trap.
They've had their suspicions and they've found that their suspicions were unfounded. I see no reason to make the following leap, for the PCs, that they must for some reason take extra careful precautions.
Ourph said:I'm going to answer both of you at once, since you're basically making the same points.
The assumptions you are making are still, IMO, based on metagame thinking. The idea that one person looking over a potentially trapped area and failing to see something isn't proof about the presence of a trap one way or the other. Negative data can never disprove an hypothesis. The only reason the Rogue's conclusion bears as much weight as it does in some people's mind is because their perception of the game environment is colored by the concepts of "taking 20" and "level appropriateness". Those two metagame concepts turn negative data "I don't see a trap" into a positive conclusion "there is no trap". The character's assumptions about the reality of their game world are being colored by the player's knowledge about how the rules of the game work and what the basic assumptions of the game are concerning challenges the characters will face. That is, by any definition, metagame thinking.
And before we get off on too much of a tangent, I just want to re-emphasize that I have no problem with metagame thinking. This is not a criticism of the "unfair" stance in this discussion. I'm just pointing out that use of metagame knowledge applies to both sides of the issue.
silentspace said:How do you know that having a proxy or a rope pull the lever helps in any way? How do you know the lever's undetectable trap affects a creature in direct contact with the lever as opposed to something else? That's why it seems arbitrary to me.
silentspace said:How do you know that you're not supposed to pull the lever?