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General Tabletop Discussion
*Dungeons & Dragons
Traps etc... in 5th Edition
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<blockquote data-quote="Reynard" data-source="post: 6370724" data-attributes="member: 467"><p>Traps as part of the battlefield terrain are definitely a good use. For pit traps especially, they can be used to divide and conquer. I like to use pits under a lever floor-- i.e. the floor dumps the victim in when stepped on and then shuts again. Forcing the party to use actions to save their companions means you have created a scenario of meaningful choices and consequences around the trap. One problem with using traps as terrain, though, is it is a little more difficult if you are trying to avoid battlemats and the like (which 5E is pretty good at out of the box). In my experience, if a space has a negative consequence, the players like to know where that space is (even if they can't argue against having stepped on it).</p><p></p><p>But sometimes it is an abandoned temple or long-buried spaceship. Traps in these environments serve a different purpose and are, I think, harder to make engaging for the whole party. One thing I want to avoid, that I think is both boring and unfair, is turning traps into rolls for one character (the rogue/thief) with consequences for the whole party. How is that best avoided? I think the answer is to go against tradition and not hide those sorts of traps so much. Let everyone know there is something weird about that statue, but damn if those eyes don't glitter like rubies. What do (all of) you do now?</p></blockquote><p></p>
[QUOTE="Reynard, post: 6370724, member: 467"] Traps as part of the battlefield terrain are definitely a good use. For pit traps especially, they can be used to divide and conquer. I like to use pits under a lever floor-- i.e. the floor dumps the victim in when stepped on and then shuts again. Forcing the party to use actions to save their companions means you have created a scenario of meaningful choices and consequences around the trap. One problem with using traps as terrain, though, is it is a little more difficult if you are trying to avoid battlemats and the like (which 5E is pretty good at out of the box). In my experience, if a space has a negative consequence, the players like to know where that space is (even if they can't argue against having stepped on it). But sometimes it is an abandoned temple or long-buried spaceship. Traps in these environments serve a different purpose and are, I think, harder to make engaging for the whole party. One thing I want to avoid, that I think is both boring and unfair, is turning traps into rolls for one character (the rogue/thief) with consequences for the whole party. How is that best avoided? I think the answer is to go against tradition and not hide those sorts of traps so much. Let everyone know there is something weird about that statue, but damn if those eyes don't glitter like rubies. What do (all of) you do now? [/QUOTE]
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Traps etc... in 5th Edition
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