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General Tabletop Discussion
*Dungeons & Dragons
Traps, how do you handle them?
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<blockquote data-quote="Quickleaf" data-source="post: 7049378" data-attributes="member: 20323"><p>My approach has evolved to be a bit of a hybrid...</p><p></p><p><strong><em>Trap design should be internally LOGICAL but embrace FAIR PLAY.</em></strong> A giant slab of stone sealing off the only tomb entrance after the party is 50 feet down a hall makes sense. A real-world trap designer looking to kill could do worse. But in D&D that's rarely a good option. Instead, it could work if it adds a secondary goal of finding a new route out of the dungeon, and the DM includes a couple alternative exists. That could work.</p><p></p><p>Similarly, when you place a trap you want to think about how the inhabitants interact with it. For example, gnolls with a hyena pack aren't going to have a bunch of bear snares and pit traps lying around because their pet hyenas would be setting them off all the time. Another example, if a wizard has the 7th stair from the top trapped with a lightning bolt spewing from a gargoyle's mouth if the password isn't uttered...you'd better believe that there's some visual hint (and a pretty big one), just so the wizard and any apprentices/guests don't get zapped by accident while getting up late at night to get a glass of water.</p><p></p><p>My basic trap questions are:</p><ul> <li data-xf-list-type="ul">Who made it and why?</li> <li data-xf-list-type="ul">How do current inhabitants avoid the trap? Does that make sense given how they use the space?</li> <li data-xf-list-type="ul">Who resets it or takes care of corpses caught in it?</li> <li data-xf-list-type="ul">If the trap recurs renewing components (e.g. poison), where do those come from?</li> </ul><p></p><p><strong><em>A trap is NEVER automatically noticed due to high Perception. It's deduced by clever thinking.</em></strong> Look at a mimic, galeb duhr, or shrieker in the Monster Manual and you'll see a trait called False Appearance. As written, there's <em>absolutely no way</em> to detect the creature's presence with skills because it's guise is just that flawless (which is different than, say, a hag's Illusory Appearance, which Insight can see through). At a <em>bare minimum</em>, I expect traps to be designed such that they benefit from something like False Appearance.</p><p></p><p>Instead, certain details may be picked up (as I elaborate below), but none of those obviously give away the trap. A player needs to think a bit and interpolate to figure out the trap's trigger, mechanism of action, effect, and how it might be safely sprung, disabled, or bypassed.</p><p></p><p><strong><em>You see BLANK, and here's what you observe.</em></strong> You encounter something interesting or unusual. What information I automatically describe may either be pre-defined (usually for smaller less-significant traps) or it may depend on other factors (for more involved "set piece" traps):</p><ul> <li data-xf-list-type="ul">Passive skill scores, including but in no way limited to Passive Perception. Usually I use other passive skills more than Perception.</li> <li data-xf-list-type="ul">The presence of certain races in the party (e.g. dwarves & stonework).</li> <li data-xf-list-type="ul">The presence of certain classes in the party (e.g. clerics and paladins & holy/unholy fonts).</li> <li data-xf-list-type="ul">The presence of a PC of a certain background, in rare cases.</li> <li data-xf-list-type="ul">The type of senses available to the PCs, either innately or through magic.</li> <li data-xf-list-type="ul">Other mitigating factors.</li> </ul><p></p><p>There's usually nothing structured about it, and I do it entirely by feel and a glance at the few PC stats I have behind my screen.</p><p></p><p>If the PCs decide to investigate further, I lean a lot on auto-successes (i.e. no roll) unless there's clearly a conflict or something difficult that would draw what happens next into question.</p><p></p><p><strong><em>CLICK! Now what do you do?</em></strong> One of the great observations that <a href="http://theangrygm.com/traps-suck/" target="_blank">AngryGM</a> made is that when a trap is triggered it's best to give the player a chance to respond to it. Thinking back on my childhood, that's pretty much how I ran traps on my own because I wanted to involve my friends. Many traps are one-and-done affairs (e.g. poison needle, pit trap, sphere of annihilation in the wall); in terms of their "stage presence" they're like 1 hit point monsters. Monsters usually survive long enough to have a bit of back-and-forth with the PCs, and the 2-4 rounds of combat give the players chances to respond to monster actions. Traps are rarely designed that way, and thus don't inherently give the players a chance to respond. What I've found to be much more fun than, say, a pressure plate triggering a trap is for CLICK! the pressure plate is activated and releasing your foot will now trigger it like a Hollywood movie land mine.</p><p></p><p>Not all trap mechanisms can be tweaked to behave like the pressure plate, and sometimes once players are aware of a certain kind of trap you want encountering other versions of that trap to "remove the kid gloves". That's fine. But now I try to find ways to consciously incorporate the "CLICK rule" more often than not.</p><p></p><p><strong><em>SURPRISE your players with the effects / side effects of the trap.</em></strong> There was a great online article written during 4e, which may or may not have been incorporated in the DMG#2 (I can't remember), which described a rolling boulder trap smashing through a wall at the end of a corridor only to reveal a room with hidden clues about the trap-maker and dungeon. That's brilliant! When I remember, I try to incorporate that kind of stuff into my traps. My players really love it, and it speaks to instigator-type players who might just trigger a trap to see what new avenue of exploration it opens up.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7049378, member: 20323"] My approach has evolved to be a bit of a hybrid... [B][I]Trap design should be internally LOGICAL but embrace FAIR PLAY.[/I][/B] A giant slab of stone sealing off the only tomb entrance after the party is 50 feet down a hall makes sense. A real-world trap designer looking to kill could do worse. But in D&D that's rarely a good option. Instead, it could work if it adds a secondary goal of finding a new route out of the dungeon, and the DM includes a couple alternative exists. That could work. Similarly, when you place a trap you want to think about how the inhabitants interact with it. For example, gnolls with a hyena pack aren't going to have a bunch of bear snares and pit traps lying around because their pet hyenas would be setting them off all the time. Another example, if a wizard has the 7th stair from the top trapped with a lightning bolt spewing from a gargoyle's mouth if the password isn't uttered...you'd better believe that there's some visual hint (and a pretty big one), just so the wizard and any apprentices/guests don't get zapped by accident while getting up late at night to get a glass of water. My basic trap questions are: [list][*]Who made it and why? [*]How do current inhabitants avoid the trap? Does that make sense given how they use the space? [*]Who resets it or takes care of corpses caught in it? [*]If the trap recurs renewing components (e.g. poison), where do those come from?[/list] [B][I]A trap is NEVER automatically noticed due to high Perception. It's deduced by clever thinking.[/I][/B] Look at a mimic, galeb duhr, or shrieker in the Monster Manual and you'll see a trait called False Appearance. As written, there's [I]absolutely no way[/I] to detect the creature's presence with skills because it's guise is just that flawless (which is different than, say, a hag's Illusory Appearance, which Insight can see through). At a [I]bare minimum[/I], I expect traps to be designed such that they benefit from something like False Appearance. Instead, certain details may be picked up (as I elaborate below), but none of those obviously give away the trap. A player needs to think a bit and interpolate to figure out the trap's trigger, mechanism of action, effect, and how it might be safely sprung, disabled, or bypassed. [B][I]You see BLANK, and here's what you observe.[/I][/B] You encounter something interesting or unusual. What information I automatically describe may either be pre-defined (usually for smaller less-significant traps) or it may depend on other factors (for more involved "set piece" traps): [list][*]Passive skill scores, including but in no way limited to Passive Perception. Usually I use other passive skills more than Perception. [*]The presence of certain races in the party (e.g. dwarves & stonework). [*]The presence of certain classes in the party (e.g. clerics and paladins & holy/unholy fonts). [*]The presence of a PC of a certain background, in rare cases. [*]The type of senses available to the PCs, either innately or through magic. [*]Other mitigating factors.[/list] There's usually nothing structured about it, and I do it entirely by feel and a glance at the few PC stats I have behind my screen. If the PCs decide to investigate further, I lean a lot on auto-successes (i.e. no roll) unless there's clearly a conflict or something difficult that would draw what happens next into question. [B][I]CLICK! Now what do you do?[/I][/B] One of the great observations that [url=http://theangrygm.com/traps-suck/]AngryGM[/url] made is that when a trap is triggered it's best to give the player a chance to respond to it. Thinking back on my childhood, that's pretty much how I ran traps on my own because I wanted to involve my friends. Many traps are one-and-done affairs (e.g. poison needle, pit trap, sphere of annihilation in the wall); in terms of their "stage presence" they're like 1 hit point monsters. Monsters usually survive long enough to have a bit of back-and-forth with the PCs, and the 2-4 rounds of combat give the players chances to respond to monster actions. Traps are rarely designed that way, and thus don't inherently give the players a chance to respond. What I've found to be much more fun than, say, a pressure plate triggering a trap is for CLICK! the pressure plate is activated and releasing your foot will now trigger it like a Hollywood movie land mine. Not all trap mechanisms can be tweaked to behave like the pressure plate, and sometimes once players are aware of a certain kind of trap you want encountering other versions of that trap to "remove the kid gloves". That's fine. But now I try to find ways to consciously incorporate the "CLICK rule" more often than not. [B][I]SURPRISE your players with the effects / side effects of the trap.[/I][/B] There was a great online article written during 4e, which may or may not have been incorporated in the DMG#2 (I can't remember), which described a rolling boulder trap smashing through a wall at the end of a corridor only to reveal a room with hidden clues about the trap-maker and dungeon. That's brilliant! When I remember, I try to incorporate that kind of stuff into my traps. My players really love it, and it speaks to instigator-type players who might just trigger a trap to see what new avenue of exploration it opens up. [/QUOTE]
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