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<blockquote data-quote="candidus_cogitens" data-source="post: 221735" data-attributes="member: 770"><p>Thanks for the input in response to my question.</p><p></p><p>The kind of input I'm still looking for is some idea about how to make traps a challenge for the PLAYER as well as for the PC.</p><p></p><p>Let me explain: In combat, a large part of the action is determined by the outcome of your die rolls. BUT, an equally large part (or larger) is determined by the strategy that the PLAYERS choose. As a player, you get to decide whether it is better to fight defensively, to charge, to attempt a disarm, to flee, to use a missle weapon or a melee weapon, etc. For me, at least, that's what makes combat so engaging.</p><p></p><p>Shouldn't it be the same for traps?</p><p></p><p>Actually, for many other challenges, you DO use a combination of players' decision-making and PC skill. If I try to intimidate a bartender into swearing that he never saw me, I roll an Intimidate check, but it's still my choice as a PLAYER to decide (a) that I want to intimidate him in the first place, (b) exactly what I hope to influence the NPC to do, and (c) what exactly I say or do in order to intimidate him (which might merit a positive circumstance bonus, if it's clever). See what I mean?</p></blockquote><p></p>
[QUOTE="candidus_cogitens, post: 221735, member: 770"] Thanks for the input in response to my question. The kind of input I'm still looking for is some idea about how to make traps a challenge for the PLAYER as well as for the PC. Let me explain: In combat, a large part of the action is determined by the outcome of your die rolls. BUT, an equally large part (or larger) is determined by the strategy that the PLAYERS choose. As a player, you get to decide whether it is better to fight defensively, to charge, to attempt a disarm, to flee, to use a missle weapon or a melee weapon, etc. For me, at least, that's what makes combat so engaging. Shouldn't it be the same for traps? Actually, for many other challenges, you DO use a combination of players' decision-making and PC skill. If I try to intimidate a bartender into swearing that he never saw me, I roll an Intimidate check, but it's still my choice as a PLAYER to decide (a) that I want to intimidate him in the first place, (b) exactly what I hope to influence the NPC to do, and (c) what exactly I say or do in order to intimidate him (which might merit a positive circumstance bonus, if it's clever). See what I mean? [/QUOTE]
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