Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Is this fair? -- your personal opinion
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="MerricB" data-source="post: 3024158" data-attributes="member: 3586"><p>One of my favourite death traps is in <em>Grasp of the Emerald Claw</em>. There's a door. Around it, are a lot of recently dead Emerald Claw soldiers, glowing green. If you open the door, you set off the trap. You can detect the trap magically, or by Search (although the Search is quite difficult, IIRC).</p><p></p><p>You have the clues that something is up, and so you're empowered to make an interesting decision. (In fact, past the door is something good to get, so the decision is significant as well).</p><p></p><p>There's another one in <em>Cradle of Madness</em> (Dungeon #87). A archway with a strange purple mist. Detect magic reveals a strong transmutation aura (actually a disintegration field that works only on living matter, although it's unlikely the PCs will discover that in advance). If you search around the room, you find a secret closet with the robes that allow you to pass through the field. </p><p></p><p>Or, you can say, "I'm a dwarf! I have a high Fort save" and roll a 2 and get disintegrated. (After that, the PCs actually dismantled the arch, which also works. Didn't stop the TPK in the next encounter, though).</p><p></p><p>Both of those traps share something in common: they're gateway traps. Passing through them enables you to continue on with the adventure (or get to a secret). They have a purpose, which is really important. I'm not fond of random "I kill you now" traps. Sure, they're lethal, but they exist in context.</p><p></p><p>When I place "random" traps, I prefer confining or hazard traps. For instance, as my players attacked a Dragon's lair last Sunday, the approach they used contained a pit trap; due to the fact they were in combat, they couldn't detect it in advance, and thus one of them set it off and was suddenly out of the combat... until he found a way to overcome it. The rest of the party found their approach to the dragon suddenly blocked by a 30' wide pit, requiring more tactical thinking to overcome. (The solutions they came up with surprised me).</p><p></p><p>The context of Q's example trap is somewhat obscure; as written, I don't like it very much. I'm fond of traps that force the PCs into making decisions, but if the only decision is between pulling the lever and ignoring the lever, that's not very interesting.</p><p></p><p>Far more interesting was the trapped throne in my version of Castle Greyhawk that caused those sitting in it to become dominated by a Knight of Hell, thus changing the aspect of the campaign...</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 3024158, member: 3586"] One of my favourite death traps is in [i]Grasp of the Emerald Claw[/i]. There's a door. Around it, are a lot of recently dead Emerald Claw soldiers, glowing green. If you open the door, you set off the trap. You can detect the trap magically, or by Search (although the Search is quite difficult, IIRC). You have the clues that something is up, and so you're empowered to make an interesting decision. (In fact, past the door is something good to get, so the decision is significant as well). There's another one in [i]Cradle of Madness[/i] (Dungeon #87). A archway with a strange purple mist. Detect magic reveals a strong transmutation aura (actually a disintegration field that works only on living matter, although it's unlikely the PCs will discover that in advance). If you search around the room, you find a secret closet with the robes that allow you to pass through the field. Or, you can say, "I'm a dwarf! I have a high Fort save" and roll a 2 and get disintegrated. (After that, the PCs actually dismantled the arch, which also works. Didn't stop the TPK in the next encounter, though). Both of those traps share something in common: they're gateway traps. Passing through them enables you to continue on with the adventure (or get to a secret). They have a purpose, which is really important. I'm not fond of random "I kill you now" traps. Sure, they're lethal, but they exist in context. When I place "random" traps, I prefer confining or hazard traps. For instance, as my players attacked a Dragon's lair last Sunday, the approach they used contained a pit trap; due to the fact they were in combat, they couldn't detect it in advance, and thus one of them set it off and was suddenly out of the combat... until he found a way to overcome it. The rest of the party found their approach to the dragon suddenly blocked by a 30' wide pit, requiring more tactical thinking to overcome. (The solutions they came up with surprised me). The context of Q's example trap is somewhat obscure; as written, I don't like it very much. I'm fond of traps that force the PCs into making decisions, but if the only decision is between pulling the lever and ignoring the lever, that's not very interesting. Far more interesting was the trapped throne in my version of Castle Greyhawk that caused those sitting in it to become dominated by a Knight of Hell, thus changing the aspect of the campaign... Cheers! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Is this fair? -- your personal opinion
Top