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Is this fair? -- your personal opinion
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<blockquote data-quote="Jefe Bergenstein" data-source="post: 3025014" data-attributes="member: 31506"><p>This coming from the guy who likes the "trap within a trap" chest...</p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Jefe Bergenstein, post: 3025014, member: 31506"] 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. [/QUOTE]
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