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General Tabletop Discussion
*Dungeons & Dragons
Trap Stat Blocks, Examples, CR and XP
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<blockquote data-quote="Harzel" data-source="post: 7191520" data-attributes="member: 6857506"><p>It depends on whether you want to enable the <em>player</em> to have a role in detecting and/or disabling the trap (beyond just saying, "I check for traps" and "I attempt to disable the trap"). What you have is enough to narrate the results of plain vanilla skill checks.</p><p></p><p>What I <em>think</em> [MENTION=20323]Quickleaf[/MENTION] is suggesting with his questions is the possibility of allowing the PC an increased* chance of success (up to and including success without a roll) based on the ingenuity of the player. Personally, I think that is more fun, but it does mean more work in preparing (or being quick enough to improvise) the details of the trap, particularly the trigger mechanism.</p><p></p><p>* I guess you could also decrease the chance of success (up to and including failure without a roll) based on a more detailed action declaration by the player, but I'm not sure that increases the fun. Except that you might get to kill the PCs. Ok, maybe it does increase the fun.<img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" /></p></blockquote><p></p>
[QUOTE="Harzel, post: 7191520, member: 6857506"] It depends on whether you want to enable the [I]player[/I] to have a role in detecting and/or disabling the trap (beyond just saying, "I check for traps" and "I attempt to disable the trap"). What you have is enough to narrate the results of plain vanilla skill checks. What I [I]think[/I] [MENTION=20323]Quickleaf[/MENTION] is suggesting with his questions is the possibility of allowing the PC an increased* chance of success (up to and including success without a roll) based on the ingenuity of the player. Personally, I think that is more fun, but it does mean more work in preparing (or being quick enough to improvise) the details of the trap, particularly the trigger mechanism. * I guess you could also decrease the chance of success (up to and including failure without a roll) based on a more detailed action declaration by the player, but I'm not sure that increases the fun. Except that you might get to kill the PCs. Ok, maybe it does increase the fun.:devil: [/QUOTE]
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