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General Tabletop Discussion
*TTRPGs General
Should traps have tells?
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<blockquote data-quote="Jahydin" data-source="post: 9808953" data-attributes="member: 6984869"><p>Traps are certainly more fun when there is a "tell", especially if they have deadly consequences. Sure, the Thief gets a die roll to <strong>really</strong> point that tell out, but everyone should have the chance to point out that something doesn't seem right. Not only does it boost engagement of your wonderful room descriptions, but lessens the sting when the trap isn't found. </p><p></p><p>Nothing sucks more than: </p><p>GM: "The room opens up to a short hallway that lead to a closed door 30' away."</p><p>PCs: "Cool, we go check out that door."</p><p>GM: "You walk down the short hallway and... <em>makes some rolls</em>... everyone takes 13 damage from the dart trap sprung by the pressure plate. Oh, and Save vs Poison."</p><p>PCs: <img class="smilie smilie--emoji" alt="😑" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f611.png" title="Expressionless face :expressionless:" data-shortname=":expressionless:" loading="lazy" width="64" height="64" /></p></blockquote><p></p>
[QUOTE="Jahydin, post: 9808953, member: 6984869"] Traps are certainly more fun when there is a "tell", especially if they have deadly consequences. Sure, the Thief gets a die roll to [B]really[/B] point that tell out, but everyone should have the chance to point out that something doesn't seem right. Not only does it boost engagement of your wonderful room descriptions, but lessens the sting when the trap isn't found. Nothing sucks more than: GM: "The room opens up to a short hallway that lead to a closed door 30' away." PCs: "Cool, we go check out that door." GM: "You walk down the short hallway and... [I]makes some rolls[/I]... everyone takes 13 damage from the dart trap sprung by the pressure plate. Oh, and Save vs Poison." PCs: 😑 [/QUOTE]
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Should traps have tells?
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