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The Gloves Are Off?
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<blockquote data-quote="Vaalingrade" data-source="post: 8871197" data-attributes="member: 82524"><p>I don't really differentiate personally between the two. One is preemptive, the other is fridge logic that I think is still valid.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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..</p></blockquote><p></p>
[QUOTE="Vaalingrade, post: 8871197, member: 82524"] 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'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. 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.. [/QUOTE]
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