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General Tabletop Discussion
*Dungeons & Dragons
Mage Hand and Trap Avoidance
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<blockquote data-quote="billd91" data-source="post: 9604002" data-attributes="member: 3400"><p>I'm generally of the same mind. I don't care if they manage to set off the trap safely from a distance with a pretty easy spell. I figure if they can do it with mage hand, they can to it with rope and a hook, a 10 foot pole, or whatever else they happen to have on them. The fact that it's mage hand doesn't really factor into it.</p><p></p><p>I feel you're on to something. Adventures, particularly published ones, that have a proliferation of pointless traps bore the hell out of me. They're either just exercises in die rolling (in the Search DC/Find Traps era) or pixel-auditing ("skilled" play era) as far as I'm concerned. But traps that make sense in the environment - ones that alert other dungeon denizens in particular - are ones I find worth it. Then, if they set the trap off safely rather than disable it, the trap can still fulfill a function of bringing trouble to the PCs.</p><p>Otherwise, a trap left just out there somewhere isn't very useful. It's either a hazard so random that it doesn't do much good or it's a bit of busy work for the people capable of dealing with them rather than being a true obstacle or challenge. </p><p></p><p>While the DM isn't there to be the players' screen monkey and deserves to have non-boring fun of their own, there's some give and take involved. If the players are sufficiently enthused about something I'm not when I'm DMing, I'll take one for the team.</p></blockquote><p></p>
[QUOTE="billd91, post: 9604002, member: 3400"] I'm generally of the same mind. I don't care if they manage to set off the trap safely from a distance with a pretty easy spell. I figure if they can do it with mage hand, they can to it with rope and a hook, a 10 foot pole, or whatever else they happen to have on them. The fact that it's mage hand doesn't really factor into it. I feel you're on to something. Adventures, particularly published ones, that have a proliferation of pointless traps bore the hell out of me. They're either just exercises in die rolling (in the Search DC/Find Traps era) or pixel-auditing ("skilled" play era) as far as I'm concerned. But traps that make sense in the environment - ones that alert other dungeon denizens in particular - are ones I find worth it. Then, if they set the trap off safely rather than disable it, the trap can still fulfill a function of bringing trouble to the PCs. Otherwise, a trap left just out there somewhere isn't very useful. It's either a hazard so random that it doesn't do much good or it's a bit of busy work for the people capable of dealing with them rather than being a true obstacle or challenge. While the DM isn't there to be the players' screen monkey and deserves to have non-boring fun of their own, there's some give and take involved. If the players are sufficiently enthused about something I'm not when I'm DMing, I'll take one for the team. [/QUOTE]
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