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
Meaningful traps
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="thethain" data-source="post: 7085496" data-attributes="member: 6874561"><p>Thank you for noting first that if a player specializes in detecting traps, that's what they should be able to do. I have seen more than one argument about Observant where people basically decided that passive perception doesn't exist for their games. </p><p></p><p>Do you make every creature in the game get +2 AC when a ranged fighter picks up the archery fighting style? Double all damage if a barbarian has totem of the bear?</p><p></p><p>One thing to note is that not every trap can be disarmed at the danger zone. Some are just to be avoided. Also traps should be at strategic positions. Sunless citadel has a few that make good sense, a trap in front of a door, and a pair of goblins watching over a hall covered in caltrops. The goblins can get some free shots in then retreat to their allies.</p><p></p><p>Also be sure that you are flexible with your problem solving. If the trap says players can use pitons to wedge the trap doors shut, if they just make a bridge over it using some nearby materials that works too. If they are carrying around a block and tackle and setup an elaborate pulley system to open the chest from 300 feet away, they shouldn't be hit by the arrow from the trap.</p><p></p><p>Traps are meant to use up some of the players resources, in form of hp or even just time. Some might be as simple as making noise so that the bad guys know to get ready.</p></blockquote><p></p>
[QUOTE="thethain, post: 7085496, member: 6874561"] Thank you for noting first that if a player specializes in detecting traps, that's what they should be able to do. I have seen more than one argument about Observant where people basically decided that passive perception doesn't exist for their games. Do you make every creature in the game get +2 AC when a ranged fighter picks up the archery fighting style? Double all damage if a barbarian has totem of the bear? One thing to note is that not every trap can be disarmed at the danger zone. Some are just to be avoided. Also traps should be at strategic positions. Sunless citadel has a few that make good sense, a trap in front of a door, and a pair of goblins watching over a hall covered in caltrops. The goblins can get some free shots in then retreat to their allies. Also be sure that you are flexible with your problem solving. If the trap says players can use pitons to wedge the trap doors shut, if they just make a bridge over it using some nearby materials that works too. If they are carrying around a block and tackle and setup an elaborate pulley system to open the chest from 300 feet away, they shouldn't be hit by the arrow from the trap. Traps are meant to use up some of the players resources, in form of hp or even just time. Some might be as simple as making noise so that the bad guys know to get ready. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Meaningful traps
Top