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Pondering Perception
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<blockquote data-quote="Aberzanzorax" data-source="post: 5711869" data-attributes="member: 64209"><p>I like what you're saying here.</p><p> </p><p> </p><p>I've always been bugged by traps. The whole "search roll, disarm roll, done" paradigm is boring. Heck, sometimes my players WANT the trap to go off so they can see what it does, and have a bit of excitement.</p><p> </p><p>I'd much rather something more dynamic, even something everyone in the party can participate in, but that the thief/rogue would be naturally suited for.</p><p> </p><p> </p><p>For example: crushing celing trap. </p><p> </p><p>The celing is going to come down, either quickly or slowly. How well the rogue rolls on disarm will modify the speed. Then all players move through the area, perhaps fighting skeletons along the way, and roll acrobatics each round to avoid the spikes protruding from the ceiling. This is also modified by the rogue's disarm roll (e.g. a good disarm means a slow trap, so the pcs get as much as +5 to acrobatics rolls).</p><p> </p><p> </p><p>I think, if a trap is "disarmed" that means the players still need to contend with it. It just makes it easier. Then the trap is a true hazard, and not a binary on/off switch of boring. </p><p> </p><p> </p><p> </p><p>Same for perception....there needs to be degrees of perception. (E.G. on a poor roll in the woods - you hear a branch cracking. On a very good roll, you actually see the bandits.)</p><p> </p><p> </p><p>EDIT: Forgot to address your "auto win".</p><p> </p><p>I love that idea. Sometimes it's a puzzle (the dentist teeth), sometimes it's a hazard (in my example) and sometimes it's both. (Like if they didn't solve the teeth statue, the crushing room would exist...and if they did find it, the crushing trap never goes off.)</p><p> </p><p> </p><p>Adventures as written currently enourage exactly what you say (roll dice at every door) and discourage active thinking (because you STILL need to roll at the statue). That needs to change.</p></blockquote><p></p>
[QUOTE="Aberzanzorax, post: 5711869, member: 64209"] I like what you're saying here. I've always been bugged by traps. The whole "search roll, disarm roll, done" paradigm is boring. Heck, sometimes my players WANT the trap to go off so they can see what it does, and have a bit of excitement. I'd much rather something more dynamic, even something everyone in the party can participate in, but that the thief/rogue would be naturally suited for. For example: crushing celing trap. The celing is going to come down, either quickly or slowly. How well the rogue rolls on disarm will modify the speed. Then all players move through the area, perhaps fighting skeletons along the way, and roll acrobatics each round to avoid the spikes protruding from the ceiling. This is also modified by the rogue's disarm roll (e.g. a good disarm means a slow trap, so the pcs get as much as +5 to acrobatics rolls). I think, if a trap is "disarmed" that means the players still need to contend with it. It just makes it easier. Then the trap is a true hazard, and not a binary on/off switch of boring. Same for perception....there needs to be degrees of perception. (E.G. on a poor roll in the woods - you hear a branch cracking. On a very good roll, you actually see the bandits.) EDIT: Forgot to address your "auto win". I love that idea. Sometimes it's a puzzle (the dentist teeth), sometimes it's a hazard (in my example) and sometimes it's both. (Like if they didn't solve the teeth statue, the crushing room would exist...and if they did find it, the crushing trap never goes off.) Adventures as written currently enourage exactly what you say (roll dice at every door) and discourage active thinking (because you STILL need to roll at the statue). That needs to change. [/QUOTE]
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