ok...so is it just me, or are the PotA dungeons conspicuously devoid of traps?
If you were to add traps to it, how would you go about it?
I am thinking:
1) Its a"functional" base, so you don't trap where you red-shirts walk
2) However, incursions should warrant a response by the denizens, including traps
3) passageways between element zones should be trapped...twice, lol!
4) Traps should feature the dominate element
a) Pit traps for air
b) drowning traps for water
c) Fire Glyphs etc for Fire
d) crushing walls for earth
5) The complex is very old school dungeon crawl (heck, it is inspired from the one of the grand-daddies of dungeons crawls) and traps should be a factor
Thoughts?
If you were to add traps to it, how would you go about it?
I am thinking:
1) Its a"functional" base, so you don't trap where you red-shirts walk
2) However, incursions should warrant a response by the denizens, including traps
3) passageways between element zones should be trapped...twice, lol!
4) Traps should feature the dominate element
a) Pit traps for air
b) drowning traps for water
c) Fire Glyphs etc for Fire
d) crushing walls for earth
5) The complex is very old school dungeon crawl (heck, it is inspired from the one of the grand-daddies of dungeons crawls) and traps should be a factor
Thoughts?