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Is this fair? -- your personal opinion
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<blockquote data-quote="delericho" data-source="post: 3039119" data-attributes="member: 22424"><p>I dealt with this about 10 pages ago.</p><p></p><p>It is highly unlikely that the original builders of this dungeon placed only this one trap in the whole complex. It is further extremely unlikely that this trap is so significantly more difficult than any of the others that they placed.</p><p></p><p>Therefore, it is highly likely that the entire dungeon contains traps such that this is a very dangerous place to live. If the place is dangerous to live, it is further unlikely that creatures to whom the dungeon is so deadly will live there. If they have a choice, they will live somewhere else. If they have no choice, they will probably die.</p><p></p><p>As far as I can see, the only possible reason you would see low-CR creatures living in a dungeon with high-CR traps is if some special immunity comes into play (perhaps the BBEG who built the place used a tattoo to protect his followers, and that has become part of the traditional tribal markings of the Orcs who now live there; perhaps the trap only affects the living, and the inhabitants are all undead. But that's contextual information we just do not have. Furthermore, it should be a strong exception, and far from the norm.)</p><p></p><p>Furthermore, if the dungeon has more than one high-CR trap, the party will know that they are not dealing with a level-appropriate dungeon. And, as I've said about a dozen times, I have no problem with this trap in a non-level-appropriate dungeon... PROVIDED THE PCS KNOW ABOUT IT.</p><p></p><p></p><p></p><p>Then the inhabitants would have marked the room somehow (perhaps a honking big skull and crossbones in red paint?) to remind themselves not to pull the lever by mistake or when drunk.</p><p></p><p>I can see the possibility that the current inhabitants didn't know about the room, perhaps because they haven't gotten this far into the dungeon, or it was behind secret doors that they haven't found yet. In which case it's true that such a marking would not exist. However, in that case I <em>still</em> think that this trap is out of place. It makes absolutely no logical sense to have nice easy traps in one part of your dungeon and then to suddenly rank up the deadliness of the traps in one area. If you can build that sort of a trap, you really should be using it in all key locations, not just one.</p><p></p><p>And, finally, I refer you again to my post at the bottom of page 12, which explains at length that only a damn fool would build this trap in this location.</p></blockquote><p></p>
[QUOTE="delericho, post: 3039119, member: 22424"] I dealt with this about 10 pages ago. It is highly unlikely that the original builders of this dungeon placed only this one trap in the whole complex. It is further extremely unlikely that this trap is so significantly more difficult than any of the others that they placed. Therefore, it is highly likely that the entire dungeon contains traps such that this is a very dangerous place to live. If the place is dangerous to live, it is further unlikely that creatures to whom the dungeon is so deadly will live there. If they have a choice, they will live somewhere else. If they have no choice, they will probably die. As far as I can see, the only possible reason you would see low-CR creatures living in a dungeon with high-CR traps is if some special immunity comes into play (perhaps the BBEG who built the place used a tattoo to protect his followers, and that has become part of the traditional tribal markings of the Orcs who now live there; perhaps the trap only affects the living, and the inhabitants are all undead. But that's contextual information we just do not have. Furthermore, it should be a strong exception, and far from the norm.) Furthermore, if the dungeon has more than one high-CR trap, the party will know that they are not dealing with a level-appropriate dungeon. And, as I've said about a dozen times, I have no problem with this trap in a non-level-appropriate dungeon... PROVIDED THE PCS KNOW ABOUT IT. Then the inhabitants would have marked the room somehow (perhaps a honking big skull and crossbones in red paint?) to remind themselves not to pull the lever by mistake or when drunk. I can see the possibility that the current inhabitants didn't know about the room, perhaps because they haven't gotten this far into the dungeon, or it was behind secret doors that they haven't found yet. In which case it's true that such a marking would not exist. However, in that case I [I]still[/I] think that this trap is out of place. It makes absolutely no logical sense to have nice easy traps in one part of your dungeon and then to suddenly rank up the deadliness of the traps in one area. If you can build that sort of a trap, you really should be using it in all key locations, not just one. And, finally, I refer you again to my post at the bottom of page 12, which explains at length that only a damn fool would build this trap in this location. [/QUOTE]
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