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Should traps have tells?
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<blockquote data-quote="Bill Zebub" data-source="post: 9809555" data-attributes="member: 7031982"><p>By the way, this is an excellent counterpoint to the verisimilitude argument offered upthread (that is, that all traps having tells isn't realistic).</p><p></p><p>I <em>could</em> see a scenario where the heroes have raided a dungeon that has been occupied by cowardly but crafty humanoids (kobolds are the obvious candidate...) but the party has gone back to town to rest. When they return, the denizens have built tons of booby traps, which the players either guess at or soon discover. </p><p></p><p>The general "tell" in this situation is that the entire place is filled with traps, and the theme of the dungeon becomes "make every move extremely carefully and assume that everything is trapped". Or at least until they break through the defenses.* That could be fun for a session or two, and the players are not being taught that everywhere they go in any dungeon for as long as they play the game they have to search every 5' square, because this is a specific situation. </p><p></p><p>*If the kobolds have finite time to prepare traps for the invaders, why would they waste that time leaving booby traps where they plan to make their last stand? By definition, they've already lost if any intruders reach those traps.</p></blockquote><p></p>
[QUOTE="Bill Zebub, post: 9809555, member: 7031982"] By the way, this is an excellent counterpoint to the verisimilitude argument offered upthread (that is, that all traps having tells isn't realistic). I [I]could[/I] see a scenario where the heroes have raided a dungeon that has been occupied by cowardly but crafty humanoids (kobolds are the obvious candidate...) but the party has gone back to town to rest. When they return, the denizens have built tons of booby traps, which the players either guess at or soon discover. The general "tell" in this situation is that the entire place is filled with traps, and the theme of the dungeon becomes "make every move extremely carefully and assume that everything is trapped". Or at least until they break through the defenses.* That could be fun for a session or two, and the players are not being taught that everywhere they go in any dungeon for as long as they play the game they have to search every 5' square, because this is a specific situation. *If the kobolds have finite time to prepare traps for the invaders, why would they waste that time leaving booby traps where they plan to make their last stand? By definition, they've already lost if any intruders reach those traps. [/QUOTE]
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Should traps have tells?
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