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Is this fair? -- your personal opinion
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<blockquote data-quote="Jefe Bergenstein" data-source="post: 3024917" data-attributes="member: 31506"><p>Definately. IMO, a well designed trap is one that does not begin and end in the same action. The player's trigger it, are given a chance to react and interact with it, then face consequences. For my dislike of the Tomb of Horrors, the bleeding trap is an incredibly well done trap that rewards creativity. Same thing with the eyeball wall in Mud Sorcerer's Tomb. </p><p></p><p>The piano trap and the Rube-Goldberg style arm grabber/cannonball thing in the Goonies were good examples of traps as well. </p><p></p><p>What I dislike is the "zinger" traps. You walk down a hallway and get zapped with a magic missile, dart, or whatever. A trap should lead to more adventure, not just damage/death and move on. The lever could have done a million different things, like teleport you into an efreeti's harem... a dangerous situation, but not immediately fatal. </p><p></p><p>Even worse are the grimtooth "meta traps" that just exist to give players a damned if you do, damned if you dont feeling, which I thoroughly hate. In one of the "classics", theres an easy to discover trap on the outside of a chest. By disarming it, you enable the trap on the inside of the chest, which goes off when you open it. By succeeding, you've hosed yourself. Or the delightful one that is specifically designed to counter the "open the door with a rope" bit, that explodes 50 feet away. Lets not forget the delight of symbols of death/insanity scribed with invisible ink that only show up with detect magic or detect invisibility. Thus ensuring you that you're <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />ed no matter what you do. Its just pure BS. If the DM is running that kind of game, they may as well tick off damage whenever they feel like it. Its crap like that which got me into DM'ing, when I realized that the game could be more enjoyable than some chode hiding behind a screen so he could cheat on every roll.</p></blockquote><p></p>
[QUOTE="Jefe Bergenstein, post: 3024917, member: 31506"] Definately. IMO, a well designed trap is one that does not begin and end in the same action. The player's trigger it, are given a chance to react and interact with it, then face consequences. For my dislike of the Tomb of Horrors, the bleeding trap is an incredibly well done trap that rewards creativity. Same thing with the eyeball wall in Mud Sorcerer's Tomb. The piano trap and the Rube-Goldberg style arm grabber/cannonball thing in the Goonies were good examples of traps as well. What I dislike is the "zinger" traps. You walk down a hallway and get zapped with a magic missile, dart, or whatever. A trap should lead to more adventure, not just damage/death and move on. The lever could have done a million different things, like teleport you into an efreeti's harem... a dangerous situation, but not immediately fatal. Even worse are the grimtooth "meta traps" that just exist to give players a damned if you do, damned if you dont feeling, which I thoroughly hate. In one of the "classics", theres an easy to discover trap on the outside of a chest. By disarming it, you enable the trap on the inside of the chest, which goes off when you open it. By succeeding, you've hosed yourself. Or the delightful one that is specifically designed to counter the "open the door with a rope" bit, that explodes 50 feet away. Lets not forget the delight of symbols of death/insanity scribed with invisible ink that only show up with detect magic or detect invisibility. Thus ensuring you that you're :):):):)ed no matter what you do. Its just pure BS. If the DM is running that kind of game, they may as well tick off damage whenever they feel like it. Its crap like that which got me into DM'ing, when I realized that the game could be more enjoyable than some chode hiding behind a screen so he could cheat on every roll. [/QUOTE]
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