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General Tabletop Discussion
*Dungeons & Dragons
Traps etc... in 5th Edition
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 6370593" data-attributes="member: 1165"><p>The problem with traps isn't edition-dependent. They've evolved to some extent over time, so they may appear to be edition-dependent, but you can create perfectly good traps in your brand new Gygaxian-themed 5e game if you like.</p><p></p><p>It's been mentioned above several times, so here's some reinforcement.</p><p></p><p>Traps shouldn't involve doing something ordinary (touching a doorknob) and getting killed as a result, or maybe mildly annoyed for a round.</p><p></p><p>Traps need to make sense. Trapped doorknobs rarely make sense; there's always going to be a less-than-bright minion accidentally getting their finger jabbed with the poison needle. Electrified floor plates are a somewhat better bet, because only the dumbest minions won't quickly learn where not to walk. Trapping your personal treasure chest makes a lot more sense, because you don't want your minions in there, much less adventurers!</p><p></p><p>I don't think attrition traps are particularly fun. In 3e or 4e they didn't even work. Traps should be part of an encounter. Even a simple hidden pit trap is very different depending on where you put it. Even in a game where attrition works, like 5e, putting a pit trap in the middle of a hallway somewhere where a PC might fall into it is just boring. Most likely they take damage, maybe spend a Hit Die, grouse about the lost Hit Die, and move on.</p><p></p><p>Put that same trap in a room before kobold crossbowmen hunched behind some crates and it becomes much more exciting. An unwary fighter hoping to get into the kobolds' faces before they dish out too much hurt could fall down the trap, which is now restricting movement around the room, and... the fighter is in a pit. Should another PC spend time rescuing them instead of fighting? Leave him there and be a man short? What if the fighter is wearing heavy armor and isn't a skilled climber?</p><p></p><p>Even a wizard falling down a pit creates its own complexities. The wizard is injured enough they should probably <em>stay</em> in the pit until healed! They probably can't climb, but they might be able to use spider climbing, levitation or dimension door to get out... spending spells. Or maybe they'll point out that they really need their spells and can someone please drop them a rope?</p><p></p><p>Suppose the trap fails and no one falls in it. Well, you can still shove kobolds into the pit!</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 6370593, member: 1165"] The problem with traps isn't edition-dependent. They've evolved to some extent over time, so they may appear to be edition-dependent, but you can create perfectly good traps in your brand new Gygaxian-themed 5e game if you like. It's been mentioned above several times, so here's some reinforcement. Traps shouldn't involve doing something ordinary (touching a doorknob) and getting killed as a result, or maybe mildly annoyed for a round. Traps need to make sense. Trapped doorknobs rarely make sense; there's always going to be a less-than-bright minion accidentally getting their finger jabbed with the poison needle. Electrified floor plates are a somewhat better bet, because only the dumbest minions won't quickly learn where not to walk. Trapping your personal treasure chest makes a lot more sense, because you don't want your minions in there, much less adventurers! I don't think attrition traps are particularly fun. In 3e or 4e they didn't even work. Traps should be part of an encounter. Even a simple hidden pit trap is very different depending on where you put it. Even in a game where attrition works, like 5e, putting a pit trap in the middle of a hallway somewhere where a PC might fall into it is just boring. Most likely they take damage, maybe spend a Hit Die, grouse about the lost Hit Die, and move on. Put that same trap in a room before kobold crossbowmen hunched behind some crates and it becomes much more exciting. An unwary fighter hoping to get into the kobolds' faces before they dish out too much hurt could fall down the trap, which is now restricting movement around the room, and... the fighter is in a pit. Should another PC spend time rescuing them instead of fighting? Leave him there and be a man short? What if the fighter is wearing heavy armor and isn't a skilled climber? Even a wizard falling down a pit creates its own complexities. The wizard is injured enough they should probably [i]stay[/i] in the pit until healed! They probably can't climb, but they might be able to use spider climbing, levitation or dimension door to get out... spending spells. Or maybe they'll point out that they really need their spells and can someone please drop them a rope? Suppose the trap fails and no one falls in it. Well, you can still shove kobolds into the pit! [/QUOTE]
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