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Sandboxing in the Nentir Vale (was: Emergent Features in KotS)
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<blockquote data-quote="pukunui" data-source="post: 4455836" data-attributes="member: 54629"><p>The main problem I have with it is simply where to put it. It <em>sounds</em> like it's supposed to pass through the cherubs, so that they're partly inside the cage and partly outside of it ... although your idea of allowing an Arcana check to bypass the cage is a good potential solution.</p><p></p><p>My players are such that they like to know exactly where things are. They don't like vagueness, so I know I'll need to tell them exactly where this cage is.</p><p></p><p>Having monsters involved would be better ... after all, 4e traps are designed to be used in conjunction with monsters. This room is a bit odd since it's <em>just</em> traps ... and early model traps at that. None of them have any ability to act out of initiative order, so without any monsters in the room, it should be relatively easy for clever players to bypass the traps all together (except the cage) by delaying/readying/etc.</p></blockquote><p></p>
[QUOTE="pukunui, post: 4455836, member: 54629"] The main problem I have with it is simply where to put it. It [I]sounds[/I] like it's supposed to pass through the cherubs, so that they're partly inside the cage and partly outside of it ... although your idea of allowing an Arcana check to bypass the cage is a good potential solution. My players are such that they like to know exactly where things are. They don't like vagueness, so I know I'll need to tell them exactly where this cage is. Having monsters involved would be better ... after all, 4e traps are designed to be used in conjunction with monsters. This room is a bit odd since it's [I]just[/I] traps ... and early model traps at that. None of them have any ability to act out of initiative order, so without any monsters in the room, it should be relatively easy for clever players to bypass the traps all together (except the cage) by delaying/readying/etc. [/QUOTE]
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Sandboxing in the Nentir Vale (was: Emergent Features in KotS)
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