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General Tabletop Discussion
*TTRPGs General
Traps and randomness
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<blockquote data-quote="ThoughtBubble" data-source="post: 2488964" data-attributes="member: 9723"><p>I think some small part of the side topics have come up is theme. There are some factors to consider: how many traps do you want to shoot the heroes, how many do they notice, how many they avoid and what that entails mechanically. All of this says something about the game. </p><p></p><p>Normally, while in dungeons, I (being the rogue) roll to see if I see anything unless I'm deadly sure that that dangling box is, in fact, a lazer ready to kill us. Then, I'll take 20.</p><p></p><p>It all depends on what you want out of the traps.</p><p></p><p>Anyway, an alternate method to changing the way that taking 20 works (something I have problems with, simply because it's creating a special case within the mechanical system) consider adding some chaos to the trap DC's. Maybe this pit trap was made by an expert, gaining a +2, or this one still has some bloodstains nearby giving a -4, or this one is one of the classic 'decapitators' that were talked about in the history books about this place. It helps to add that feeling of variability.</p><p></p><p>The other way to add chaos is to add other things, light, noise, creatures off doing their things, and so on. Events that change based on player actions gives another layer of randomness, but it's one that you'll have a harder time foreseeing, and, as such, less chance of setting up.</p><p></p><p>Or.... You could just do that cool method described above.</p></blockquote><p></p>
[QUOTE="ThoughtBubble, post: 2488964, member: 9723"] I think some small part of the side topics have come up is theme. There are some factors to consider: how many traps do you want to shoot the heroes, how many do they notice, how many they avoid and what that entails mechanically. All of this says something about the game. Normally, while in dungeons, I (being the rogue) roll to see if I see anything unless I'm deadly sure that that dangling box is, in fact, a lazer ready to kill us. Then, I'll take 20. It all depends on what you want out of the traps. Anyway, an alternate method to changing the way that taking 20 works (something I have problems with, simply because it's creating a special case within the mechanical system) consider adding some chaos to the trap DC's. Maybe this pit trap was made by an expert, gaining a +2, or this one still has some bloodstains nearby giving a -4, or this one is one of the classic 'decapitators' that were talked about in the history books about this place. It helps to add that feeling of variability. The other way to add chaos is to add other things, light, noise, creatures off doing their things, and so on. Events that change based on player actions gives another layer of randomness, but it's one that you'll have a harder time foreseeing, and, as such, less chance of setting up. Or.... You could just do that cool method described above. [/QUOTE]
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