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Kobayashi Maru: Should the fate of the character always be in the player's hands? POLL
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<blockquote data-quote="CleverNickName" data-source="post: 8260881" data-attributes="member: 50987"><p>I think traps are appropriate for the thread, since a lot of them can result in character death. Especially in older editions. "Surprise, poison needle! Save or die!"</p><p></p><p>(I'm not done harping on that. The game has come a long way since the 1980s!)</p><p></p><p>As for engaging with a trap being reduced to a single question ("Are you a rogue? Y/N") I think this was also more of a problem in older editions. In the edition I grew up playing, traps could only be spotted and disarmed by a thief. Nowadays in 5E,proficiency with Thieves' Tools, Investigation, Perception, etc. can be acquired in a variety of ways, not just from class features. And the traps, when triggered, usually just drain a handful of resources and the group moves on--rarely do they ever result in a character's death.</p><p></p><p>Then once the trap has been spotted, there can be more to engaging with the trap than "roll to disarm it." You might decide it's safer to find an alternate route around it, you might want to trigger it safely from a distance, you might wish to weaponize it against the Thing That's Chasing You, you might want to dismantle it and sell the poison or explosives contained therein...it's really up to your imagination and the DM's judgment.</p><p></p><p>Traps get a bad rap these days. They can (and should!) be so much more than "roll to spot, roll to disarm, roll to save, move on."</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 8260881, member: 50987"] I think traps are appropriate for the thread, since a lot of them can result in character death. Especially in older editions. "Surprise, poison needle! Save or die!" (I'm not done harping on that. The game has come a long way since the 1980s!) As for engaging with a trap being reduced to a single question ("Are you a rogue? Y/N") I think this was also more of a problem in older editions. In the edition I grew up playing, traps could only be spotted and disarmed by a thief. Nowadays in 5E,proficiency with Thieves' Tools, Investigation, Perception, etc. can be acquired in a variety of ways, not just from class features. And the traps, when triggered, usually just drain a handful of resources and the group moves on--rarely do they ever result in a character's death. Then once the trap has been spotted, there can be more to engaging with the trap than "roll to disarm it." You might decide it's safer to find an alternate route around it, you might want to trigger it safely from a distance, you might wish to weaponize it against the Thing That's Chasing You, you might want to dismantle it and sell the poison or explosives contained therein...it's really up to your imagination and the DM's judgment. Traps get a bad rap these days. They can (and should!) be so much more than "roll to spot, roll to disarm, roll to save, move on." [/QUOTE]
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Community
General Tabletop Discussion
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Kobayashi Maru: Should the fate of the character always be in the player's hands? POLL
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