Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
The right use of hazards
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="the Jester" data-source="post: 7118281" data-attributes="member: 1210"><p>First, let me just gush about how damn great the post I'm replying to is. MNblockhead really hits some very important things here that go beyond the surface of using hazards, but to encounter design as a whole. </p><p></p><p></p><p></p><p>Yes!! Even a not-hazard, but just <strong>obstacle,</strong> can really grind the game down in a similar fashion. The classic example is the secret door the pcs must find to finish the adventure, but don't. (Contrast this with the secret door that the pcs could find and would get cool stuff/lore/whatever from, but don't have to find, to finish the adventure.) </p><p></p><p></p><p></p><p>The best hazards and traps have multiple solutions that allow characters with different sets of abilities to engage them. If the only way through a thing is to cast a specfiic spell, nobody without that spell can possibly succeed. If the thing has like ten approaches to it, from picking the lock to bending the bars to trying to swim the caustic moat, most everyone can work on it. And if you use a hazard in conjunction with other threats, your options only expand- there's a great pic in (IIRC) the 4e PH of a rogue frantically picking a lock on a wall shooting jets of fire while the pcs hold off the monsters... it's awesome, and really shows how different ability sets can work together. Another really, really good resource for this is the 3e book Dungeonscape; it's got a whole chapter on trap design, including "encounter traps" (basically the template for traps and hazards in 4e) that you can easily adapt into hazard design (also, if you're an Order of the Stick fan, Rich Burlew is one of the authors). </p><p></p><p></p><p></p><p>Wow. I've never even thought about this, and I've totally worked on a high-altitude airborn ecology in my game. Next chance I get, I'm using some of this.</p></blockquote><p></p>
[QUOTE="the Jester, post: 7118281, member: 1210"] First, let me just gush about how damn great the post I'm replying to is. MNblockhead really hits some very important things here that go beyond the surface of using hazards, but to encounter design as a whole. Yes!! Even a not-hazard, but just [b]obstacle,[/b] can really grind the game down in a similar fashion. The classic example is the secret door the pcs must find to finish the adventure, but don't. (Contrast this with the secret door that the pcs could find and would get cool stuff/lore/whatever from, but don't have to find, to finish the adventure.) The best hazards and traps have multiple solutions that allow characters with different sets of abilities to engage them. If the only way through a thing is to cast a specfiic spell, nobody without that spell can possibly succeed. If the thing has like ten approaches to it, from picking the lock to bending the bars to trying to swim the caustic moat, most everyone can work on it. And if you use a hazard in conjunction with other threats, your options only expand- there's a great pic in (IIRC) the 4e PH of a rogue frantically picking a lock on a wall shooting jets of fire while the pcs hold off the monsters... it's awesome, and really shows how different ability sets can work together. Another really, really good resource for this is the 3e book Dungeonscape; it's got a whole chapter on trap design, including "encounter traps" (basically the template for traps and hazards in 4e) that you can easily adapt into hazard design (also, if you're an Order of the Stick fan, Rich Burlew is one of the authors). Wow. I've never even thought about this, and I've totally worked on a high-altitude airborn ecology in my game. Next chance I get, I'm using some of this. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
The right use of hazards
Top