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General Tabletop Discussion
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Traps, how do you handle them?
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<blockquote data-quote="AaronOfBarbaria" data-source="post: 7049340" data-attributes="member: 6701872"><p>I expect [MENTION=97077]iserith[/MENTION] will be along sometime relatively soon, and be much more eloquent in describing his process which I have unashamedly stolen for my own use.</p><p></p><p>But, basically, traps are handled by way of giving the players something that they can interact with - something to investigate further (numerous open-mouthed demon face carvings lining the walls of a hallway, and scorch marks on the stone flooring), or begin to reason through the meaning of (a section of floor tiles that have a rough, pitted surface, positioned under a small hole in the ceiling), without having to involve any game mechanics (such as a perception check, whether passive or active) just to start the process. Game mechanics only become involved if the characters are doing things which the outcome of is not certain (i.e. there is probably a roll to use thieves tools to disengage a pressure plate without triggering it, but there is not going to be a roll needed to jump over a pressure plate unless it is way bigger than it needs to be or your character is particularly horrendous at jumping).</p></blockquote><p></p>
[QUOTE="AaronOfBarbaria, post: 7049340, member: 6701872"] I expect [MENTION=97077]iserith[/MENTION] will be along sometime relatively soon, and be much more eloquent in describing his process which I have unashamedly stolen for my own use. But, basically, traps are handled by way of giving the players something that they can interact with - something to investigate further (numerous open-mouthed demon face carvings lining the walls of a hallway, and scorch marks on the stone flooring), or begin to reason through the meaning of (a section of floor tiles that have a rough, pitted surface, positioned under a small hole in the ceiling), without having to involve any game mechanics (such as a perception check, whether passive or active) just to start the process. Game mechanics only become involved if the characters are doing things which the outcome of is not certain (i.e. there is probably a roll to use thieves tools to disengage a pressure plate without triggering it, but there is not going to be a roll needed to jump over a pressure plate unless it is way bigger than it needs to be or your character is particularly horrendous at jumping). [/QUOTE]
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Traps, how do you handle them?
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