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<blockquote data-quote="Lanefan" data-source="post: 7297030" data-attributes="member: 29398"><p>Actually the DM should have got them 10'-poling quite a bit sooner, either by way of a much lighter trap or a dangerous-looking door that wasn't or even just some well-placed reminders that any door could be deadly.</p><p></p><p>If it gets to this point the DM has left it too late, and thus has to in effect give away the existence of a theoretically-hidden trap.</p><p></p><p>In this particular instance I'd have very little sympathy for those players, based solely on this exchange. They are (one assumes) in a dangerous place (i.e. any adventure) doing dangerous things and they're trying to short-cut instead of simply developing a standard operating procedure that includes reasonable caution.</p><p></p><p>Of course the trapped door isn't any different from the others...that's what makes it a trap.</p><p></p><p>Now if this was the mens' room door in the local pub going up for 55 points damage that'd be different! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>There may be tells, there may not; but they're all for naught if the PCs don't bother to look/listen/pay attention.</p><p></p><p>I mean, look how often this sort of exchange happens:</p><p></p><p>DM describing the room: "...and in the middle of this dusty library is a chest, made of iron-bound wood and strangely clea..."</p><p>PC: "I open the chest!"</p><p>DM: > sigh < "Make a saving throw: are you glued to the chest that obviously now isn't a chest? The rest o' ye: roll initiative."</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7297030, member: 29398"] Actually the DM should have got them 10'-poling quite a bit sooner, either by way of a much lighter trap or a dangerous-looking door that wasn't or even just some well-placed reminders that any door could be deadly. If it gets to this point the DM has left it too late, and thus has to in effect give away the existence of a theoretically-hidden trap. In this particular instance I'd have very little sympathy for those players, based solely on this exchange. They are (one assumes) in a dangerous place (i.e. any adventure) doing dangerous things and they're trying to short-cut instead of simply developing a standard operating procedure that includes reasonable caution. Of course the trapped door isn't any different from the others...that's what makes it a trap. Now if this was the mens' room door in the local pub going up for 55 points damage that'd be different! :) There may be tells, there may not; but they're all for naught if the PCs don't bother to look/listen/pay attention. I mean, look how often this sort of exchange happens: DM describing the room: "...and in the middle of this dusty library is a chest, made of iron-bound wood and strangely clea..." PC: "I open the chest!" DM: > sigh < "Make a saving throw: are you glued to the chest that obviously now isn't a chest? The rest o' ye: roll initiative." Lanefan [/QUOTE]
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