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Is this fair? -- your personal opinion
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<blockquote data-quote="Bagpuss" data-source="post: 3022160" data-attributes="member: 3987"><p>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.</p><p></p><p>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?</p><p></p><p>If you put a lever in the dungeon and you don't intend the players to ever pull it, why put it in? If you have just put it in to kill a player, why not just hit them with a divine DM Fait lightning bolt and be done with it?</p><p></p><p>All that lever is going to do is make sure the players never pull another lever again, or open a door or move another inch, without testing it with a 10ft pole or using a rope, etc. Hardy what I call heroic behaviour. Sound "tactical play" perhaps but not the sort of game I'ld want to be playing in.</p><p></p><p>Edit: To steal a phrase from the following poster.</p><p></p><p>This trap is definately unfair (and but sometimes I don't mind a little unfair in my games); what I don't like about it more is it is also "unfun".</p><p></p><p>First it kills a character for one bad roll.</p><p>2nd it makes the rogue feel useless since he can't detect traps, one of his characters main abilities.</p><p>3rd it discourages curiousity.</p></blockquote><p></p>
[QUOTE="Bagpuss, post: 3022160, member: 3987"] 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. 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? If you put a lever in the dungeon and you don't intend the players to ever pull it, why put it in? If you have just put it in to kill a player, why not just hit them with a divine DM Fait lightning bolt and be done with it? All that lever is going to do is make sure the players never pull another lever again, or open a door or move another inch, without testing it with a 10ft pole or using a rope, etc. Hardy what I call heroic behaviour. Sound "tactical play" perhaps but not the sort of game I'ld want to be playing in. Edit: To steal a phrase from the following poster. This trap is definately unfair (and but sometimes I don't mind a little unfair in my games); what I don't like about it more is it is also "unfun". First it kills a character for one bad roll. 2nd it makes the rogue feel useless since he can't detect traps, one of his characters main abilities. 3rd it discourages curiousity. [/QUOTE]
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