Voadam
Legend
The impacts of WotC moving from Wisconsin to Seattle were many and varied.Clearly written by someone unfamiliar with cold weather, while having a beer on the deck in mid-August.![]()
The impacts of WotC moving from Wisconsin to Seattle were many and varied.Clearly written by someone unfamiliar with cold weather, while having a beer on the deck in mid-August.![]()
I think there is a big difference between "I bought protective gloves to stop this..." and "hey wait! I think I have gloves... Wont that protect me???" Im cool with the former, not so much the latter, which is why I want a consistent ruling to rely on. Im fair, and dont get upset if folks have the right gear to stop or avoid traps, but I dont like the retcon skill play on either side of the screen. I dont put X traps in place because the party is ill prepared for them and will get screwed by it.To be honest, this is why I don't give a lot of weight to these kinds of traps in encounters.
Traps are basically a stationary monster that can be 'defeated' by not interacting with them, and if you do interact, it's all or nothing.
I feel people put way too much... I don't know... hope? Expectation? that the trap is going to go off and do something and when it's bypassed or obviated by direct action that other can have just as strong an expectation to do so, it's upsetting. They just add an element of greater chance someone's going to be annoy or upset when deployed this way.
There are a lot of ways to run traps and the above sound reasonable.So I approach traps two alternate ways: a spice in a situation that doesn't hinge on them going off or working, or enmasse where some of them are going to go off and we're just in full death room mode. Usually these are set pieces that both sides fo the actual encounter can use to their advantage if they spot it or know about it.
I'll do everything I can to avoid retcons of any kind, because that's a slippery slope best kept at a great distance.Players get to decide what their character's clothes look like. I'd rather let a few possibly convenient retcons slide than make everyone write out their outfits in detail and spend game time discussing day to day fashion choices, unless that's what the players want to focus on. Even many of the players who want to get into describing their characters sartorial choices probably generally don't want to do it in the form of some sort of arms race with the DM.
It's a player's job to look for exploits, and the DM's job to prevent them. No problem there.If a player seemed inclined to regularly abuse their aesthetic authority over their character to gain minor benefits I probably wouldn't play with them.
Except when how the character dresses mechanically impacts the game, as in the OP's example, you've suddenly gotta ride shotgun on it.But if extraneous factors led to me playing with someone who needed to be kept on such a short leash, I'd probably still let decisions about gloves slide, because I'd probably be babysitting that player more than enough on myriad other things that were more important and more the DM's business than how their character dresses.
Again, the type of game should be established up front. If not, then I'd use the contact poison as an opportunity to make it clear to everyone.
Generally speaking, I think 5e is ill suited for this kind of thing. I wouldn't bother with challenges like contact poison in 5e.
I don't really differentiate personally between the two. One is preemptive, the other is fridge logic that I think is still valid.I think there is a big difference between "I bought protective gloves to stop this..." and "hey wait! I think I have gloves... Wont that protect me???" Im cool with the former, not so much the latter, which is why I want a consistent ruling to rely on.
I'm not saying to you. I think I know you well enough to think you don't. But there's an undercurrent of 'damnit, just eat the poison already' that I've seen here and tend to see in trap design where the trap is less there to be part of the encounter and more there to be a gotcha or a Skilled Play test and there's the feeling of making the player face the consequences.Im fair, and dont get upset if folks have the right gear to stop or avoid traps, but I dont like the retcon skill play on either side of the screen. I dont put X traps in place because the party is ill prepared for them and will get screwed by it.
Thank you. I didn't use traps for a very long time because the suggested deployment when I started made them impossible to fairly use in an encounter because they get added to the XP budget despite being something the players might never know about, or that the players could never figure a way out of (I can't remember the name now, but I had this 3e book of traps that had things in it that were like a freaking MENSA test that killed you if you weren't a genius or min-maxed rogue with paranoia issues and a wand of dispel magic..There are a lot of ways to run traps and the above sound reasonable.
That is why the players stepped in to say wait, feel? What about gloves?
The DM assumed the player has no gloves so he described the greasy feel when the character touched the chest.
The set up though is there is nothing one way or the other about what the character was wearing. The DM could be mistaken in their assumption about a PC detail.
It can be run different ways but in my opinion preferably this type of thing would be something for the player to decide, not something to be imposed by the DM's narration.
In 3e, hands are Tiny size, so you just buy Tiny sized winter outfits for each hand, at 1/2 the normal gp cost.No mittens in D&D 3e PHB. It's wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. You get +5 bonus to Fort saves against cold weather exposure, but your hands freeze and shatter like the T-1000 I guess.
But there's an undercurrent of 'damnit, just eat the poison already' that I've seen here and tend to see in trap design where the trap is less there to be part of the encounter and more there to be a gotcha or a Skilled Play test and there's the feeling of making the player face the consequences.
Thank you. I didn't use traps for a very long time because the suggested deployment when I started made them impossible to fairly use in an encounter because they get added to the XP budget despite being something the players might never know about, or that the players could never figure a way out of (I can't remember the name now, but I had this 3e book of traps that had things in it that were like a freaking MENSA test that killed you if you weren't a genius or min-maxed rogue with paranoia issues and a wand of dispel magic..
I remember a thread many years ago here at ENworld about a vampire encounter. The party damaged the vamp heavily and it turned to gas and retreated into a decoy coffin. Inside was an illusion spell that the PCs failed their saves against. The PCs were convinced the vamp was dead. However, one player asked about the magic weapon the vamp had. It wasnt in the coffin. The player adamantly argued that there is no way the character would be fooled by the spell. I dont recall how it played out but some where on team logic.I don't really differentiate personally between the two. One is preemptive, the other is fridge logic that I think is still valid.
As for consistent rulings, I'd rewrite the poison rules to avoid this and actually take into account things like gloves and make it clear what happens one way or the other. Also have gloves exist, of course.
I had old school GMs so I totally get what you are saying here.I'm not saying to you. I think I know you well enough to think you don't. But there's an undercurrent of 'damnit, just eat the poison already' that I've seen here and tend to see in trap design where the trap is less there to be part of the encounter and more there to be a gotcha or a Skilled Play test and there's the feeling of making the player face the consequences.
YW, this has been a nice discussion so far.Thank you. I didn't use traps for a very long time because the suggested deployment when I started made them impossible to fairly use in an encounter because they get added to the XP budget despite being something the players might never know about, or that the players could never figure a way out of (I can't remember the name now, but I had this 3e book of traps that had things in it that were like a freaking MENSA test that killed you if you weren't a genius or min-maxed rogue with paranoia issues and a wand of dispel magic..