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<blockquote data-quote="satori01" data-source="post: 3423716" data-attributes="member: 7859"><p>The summation does not bother me....I find it can expedite play.</p><p>I do rule the player has to tell me they are going into "stealth" mode. Luckily since all of my players have seen the Gamers, my group has not had that argument.</p><p></p><p>Traps as written are really nothing more than a set of skill checks and saving throws, with the more complex traps having more checks to allow for a failure. I frankly do not think traps are fun.</p><p></p><p>I ran the free updated version to Tomb of Horrors and through the secret door/Trap corridor section of the Tomb, I as a DM was bored, I can only imagine what the other players beside the Rogue felt. Even the Trap and Treachery books do not have traps that are interactive. The trap mechanisms are fun in that book to describe, but ultimately even they come down to some skill checks/Reflex saves if you fail.</p><p></p><p>For the most part I use physical manipulation puzzle traps that the whole group can participate on, and give those with Trap Sense and Disable Device a chance to make a 'knowledge check' for advice if they get stuck. </p><p></p><p>The solitary and perfunctory nature of traps, is just not entertaining for the most part.</p></blockquote><p></p>
[QUOTE="satori01, post: 3423716, member: 7859"] The summation does not bother me....I find it can expedite play. I do rule the player has to tell me they are going into "stealth" mode. Luckily since all of my players have seen the Gamers, my group has not had that argument. Traps as written are really nothing more than a set of skill checks and saving throws, with the more complex traps having more checks to allow for a failure. I frankly do not think traps are fun. I ran the free updated version to Tomb of Horrors and through the secret door/Trap corridor section of the Tomb, I as a DM was bored, I can only imagine what the other players beside the Rogue felt. Even the Trap and Treachery books do not have traps that are interactive. The trap mechanisms are fun in that book to describe, but ultimately even they come down to some skill checks/Reflex saves if you fail. For the most part I use physical manipulation puzzle traps that the whole group can participate on, and give those with Trap Sense and Disable Device a chance to make a 'knowledge check' for advice if they get stuck. The solitary and perfunctory nature of traps, is just not entertaining for the most part. [/QUOTE]
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