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
*Dungeons & Dragons
Mage Hand and the No Good, Low Down, Dirty Rotten Arcane Trickster
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="lkj" data-source="post: 6449345" data-attributes="member: 18646"><p>Of course it's your prerogative to house rule in disadvantage, but I wouldn't. It's a basic and cool feature of the trickster, and nerfing it takes some of the cool factor away from the class. Sure, it will negate some traps and such. But that's the cool part of having the trickster. Much like one of the cool parts of having a ranger is that you can never get lost. Heck, I not only wouldn't stop putting traps in, I'd make sure they were in there to give that character an opportunity to shine. For the same reason, I wouldn't make every trap explode past the 30ft range. </p><p></p><p>Of course, here's the devious way one makes traps still relevant on occasion:</p><p></p><p>1) Not all traps will be easily detected. Sooner or later one just opens the wrong door or doesn't find the trap even when you look. Just throw in the occasional high difficulty find.</p><p></p><p>2) Not all traps can be disabled with thieves tools.</p><p></p><p>3) Sometimes, it's not the damage from the trap that matters. It's the noise. The alarm going off. The enemies being alerted.</p><p></p><p>4) Sometimes you aren't worried about the traps hurting you. You're worried about what it does to the item you want that the trap is protecting. The very valuable scrolls burn up! The valuable carvings are shattered!</p><p></p><p>5) From time to time, you can't be 30ft away because you only have line of sight when you are close. Tunnel turns a sharp corner, goes 5ft and there's a trapped door. Or, the trap requires crawling down a narrow crawlspace. Etc. etc.</p><p></p><p>6) And sure, from time to time, the whole ceiling collapses or the room fills with poision gas and 30ft isn't much help.</p><p></p><p>There's lots of ways traps are still fun. Just make sure that there are opportunities for them to use their super cool 'bomb defusion robot' that keeps everyone safe. </p><p></p><p>Just my two cents.</p><p></p><p>AD</p></blockquote><p></p>
[QUOTE="lkj, post: 6449345, member: 18646"] Of course it's your prerogative to house rule in disadvantage, but I wouldn't. It's a basic and cool feature of the trickster, and nerfing it takes some of the cool factor away from the class. Sure, it will negate some traps and such. But that's the cool part of having the trickster. Much like one of the cool parts of having a ranger is that you can never get lost. Heck, I not only wouldn't stop putting traps in, I'd make sure they were in there to give that character an opportunity to shine. For the same reason, I wouldn't make every trap explode past the 30ft range. Of course, here's the devious way one makes traps still relevant on occasion: 1) Not all traps will be easily detected. Sooner or later one just opens the wrong door or doesn't find the trap even when you look. Just throw in the occasional high difficulty find. 2) Not all traps can be disabled with thieves tools. 3) Sometimes, it's not the damage from the trap that matters. It's the noise. The alarm going off. The enemies being alerted. 4) Sometimes you aren't worried about the traps hurting you. You're worried about what it does to the item you want that the trap is protecting. The very valuable scrolls burn up! The valuable carvings are shattered! 5) From time to time, you can't be 30ft away because you only have line of sight when you are close. Tunnel turns a sharp corner, goes 5ft and there's a trapped door. Or, the trap requires crawling down a narrow crawlspace. Etc. etc. 6) And sure, from time to time, the whole ceiling collapses or the room fills with poision gas and 30ft isn't much help. There's lots of ways traps are still fun. Just make sure that there are opportunities for them to use their super cool 'bomb defusion robot' that keeps everyone safe. Just my two cents. AD [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Mage Hand and the No Good, Low Down, Dirty Rotten Arcane Trickster
Top