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General Tabletop Discussion
*Dungeons & Dragons
Should players be aware of their own high and low rolls?
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<blockquote data-quote="Oofta" data-source="post: 8827660" data-attributes="member: 6801845"><p>I've never used traps very often for a simple reason. Most of the time they're dumb. If you have a trapped corridor, how do people use your facility? You don't have servants? Allies? They all need to know to keep to the left in this hall? If every door is trapped, do people use the window to get in and out? How many people have to know how to disable a trap if you're running any kind of organization? How do you keep a trap functioning? Indiana Jones has fun visuals but I couldn't help but wonder. It's in a cave. No animals ever wandered in? How is the tension or air pressure still there after centuries? Or if it's a standard "poison needle trap" why does the poison not dry up? How do they get reset if they've been used once?</p><p></p><p>So most of the time, disarming a trap is not physically disarming it, it's finding the right stone to push which you identify because it's shiny from all the people pushing it and so on. I still do traps once in a while and magical glyphs actually make more sense to me than most mechanical traps, but then you have to have a way for the rogue to find them. If you have one in the party of course.</p><p></p><p>I probably just overthink this stuff, but I want my campaign world to be logical. Even with magic, most traps simply aren't logical. If there are traps, there has to be some relatively simple way of disarming them without tools. Then again I don't really do dungeons either for much the same reason, they're typically illogical.</p></blockquote><p></p>
[QUOTE="Oofta, post: 8827660, member: 6801845"] I've never used traps very often for a simple reason. Most of the time they're dumb. If you have a trapped corridor, how do people use your facility? You don't have servants? Allies? They all need to know to keep to the left in this hall? If every door is trapped, do people use the window to get in and out? How many people have to know how to disable a trap if you're running any kind of organization? How do you keep a trap functioning? Indiana Jones has fun visuals but I couldn't help but wonder. It's in a cave. No animals ever wandered in? How is the tension or air pressure still there after centuries? Or if it's a standard "poison needle trap" why does the poison not dry up? How do they get reset if they've been used once? So most of the time, disarming a trap is not physically disarming it, it's finding the right stone to push which you identify because it's shiny from all the people pushing it and so on. I still do traps once in a while and magical glyphs actually make more sense to me than most mechanical traps, but then you have to have a way for the rogue to find them. If you have one in the party of course. I probably just overthink this stuff, but I want my campaign world to be logical. Even with magic, most traps simply aren't logical. If there are traps, there has to be some relatively simple way of disarming them without tools. Then again I don't really do dungeons either for much the same reason, they're typically illogical. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
Should players be aware of their own high and low rolls?
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