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Traps and randomness
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<blockquote data-quote="Silmarillius" data-source="post: 2453362" data-attributes="member: 27666"><p>This may be true in your experience, but my group has had quite a time dealing with our DM's "undetectable traps," for example some of the "natural" ones and fit well with the flavour of the game (such as a decaying floor board from a building long due for repair). </p><p></p><p>I would like to give 2 examples of "natural" traps I thought were pretty neat in some previous games our group has had in Raven Crowkings campaign. The first was when our group of 2 fighters, a druid and a cleric went into "The Dragons Lair," our first adventure to save this man Herbert Oarsman's son. At the time, I was playing one of my first characters a LG Half-Orc fighter named Hrum. Now, we had just fought our way through about 12 cultists of Mellythese (A spider Goddess who is a spider herself) and about 4 humaniod spiders, killing 3 and letting one go, and a giant spider the size of a horse. It was one of the groups more favourable battles and mine as well, due to the fact that this was the few times where our group really kicked ass and worked as a team rather than when our group extending and having us bickering, arguing, solo members going off from the group, help of a way too powerful magic item or simply being disorganised, plus the fact that our DM had expected that we'd need a group of imprisoned man at arms to fight with us.</p><p></p><p>Well, after that, all four of us were going to rescue the prisoners, myself leading, when we discovered what we believed was a sacraficial victim whose throat had been cut, but it wasn't. As we saved the prisoners and I led, I walked into a razor-thin strand of webbing. I was able to pull my neck back before it went too deeply, but I mean that was close!</p><p></p><p>Second story, it was about a year after this and we were going into this Tower owed by the wizard known as Amorath the Arcane. By then, my first character had died and I was playing a Gnomish Bard named Nift. Now, I belive it was the second level we got to before 2 characters went into a room ahead of us and ran into an animated stone guard. Now, the way this guardian would attack would be when the first person went into the room, and every other character who attacked him he would go after. In this room, part of the floor had been decayed. One character attacked who was on the other side, off went the guardian and smack through the floor.</p><p></p><p>So, natural traps can have a certain sense of "Drama" if you really put the time into thinking how they would fit into the certain scenario your trying to run than a let's say a triggered arrow that flies across the room where you stepped. So again, with any trap, there is always a reason that they are there, natural or man made. Traps shouldn't be made to be random, they should be made to make sense.</p><p></p><p>Silmarillius</p></blockquote><p></p>
[QUOTE="Silmarillius, post: 2453362, member: 27666"] This may be true in your experience, but my group has had quite a time dealing with our DM's "undetectable traps," for example some of the "natural" ones and fit well with the flavour of the game (such as a decaying floor board from a building long due for repair). I would like to give 2 examples of "natural" traps I thought were pretty neat in some previous games our group has had in Raven Crowkings campaign. The first was when our group of 2 fighters, a druid and a cleric went into "The Dragons Lair," our first adventure to save this man Herbert Oarsman's son. At the time, I was playing one of my first characters a LG Half-Orc fighter named Hrum. Now, we had just fought our way through about 12 cultists of Mellythese (A spider Goddess who is a spider herself) and about 4 humaniod spiders, killing 3 and letting one go, and a giant spider the size of a horse. It was one of the groups more favourable battles and mine as well, due to the fact that this was the few times where our group really kicked ass and worked as a team rather than when our group extending and having us bickering, arguing, solo members going off from the group, help of a way too powerful magic item or simply being disorganised, plus the fact that our DM had expected that we'd need a group of imprisoned man at arms to fight with us. Well, after that, all four of us were going to rescue the prisoners, myself leading, when we discovered what we believed was a sacraficial victim whose throat had been cut, but it wasn't. As we saved the prisoners and I led, I walked into a razor-thin strand of webbing. I was able to pull my neck back before it went too deeply, but I mean that was close! Second story, it was about a year after this and we were going into this Tower owed by the wizard known as Amorath the Arcane. By then, my first character had died and I was playing a Gnomish Bard named Nift. Now, I belive it was the second level we got to before 2 characters went into a room ahead of us and ran into an animated stone guard. Now, the way this guardian would attack would be when the first person went into the room, and every other character who attacked him he would go after. In this room, part of the floor had been decayed. One character attacked who was on the other side, off went the guardian and smack through the floor. So, natural traps can have a certain sense of "Drama" if you really put the time into thinking how they would fit into the certain scenario your trying to run than a let's say a triggered arrow that flies across the room where you stepped. So again, with any trap, there is always a reason that they are there, natural or man made. Traps shouldn't be made to be random, they should be made to make sense. Silmarillius [/QUOTE]
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