Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Traps, how do you handle them?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Shadowdweller00" data-source="post: 7051631" data-attributes="member: 6778479"><p>I use traps in mostly 3 ways -</p><p></p><p>* Combat complications - Something like a collection of heavy stones suspended over part of the battlefield that can be released by lever or cutting a rope. Essentially things that make combat a bit more tactically interesting. Sometimes these are used to make tactically disadvantaged foes (for example - those with slow move speeds and no ranged attacks) a credible threat.</p><p></p><p>* Quick resource sinks - In which case the binary nature of passive perception / other skills doesn't really bother me, nor does the PCs quickly bypassing the trap. The point is to cost the PCs something (or let them bypass something) WITHOUT needing go through a full set of combat rolls. Used where thematically appropriate.</p><p></p><p>* Puzzles - These are essentially meant to be encounters unto themselves. They're designed to make the PLAYERS (in addition to the PCs) think and experiment so as to keep gameplay varied. Some can be hard to bypass - for example, the PCs might need to pry away a heavy stone before getting to the gears or magical wards so that they can disarm the trap. I ALWAYS make sure that character abilities are useful - either passive perception, or thieves' tools proficiency. But these skills are probably only one step in the multistep process of dealing with the trap. Just to reinforce what others have said, you can make passive perception and investigation checks useful without giving away the trap based on what sort of information and how much you offer. To illustrate - the party scout has a high enough passive perception to notice something. So you give the most general of details - "You feel an odd draft of air as you creep down the hallway." "Something about the echo of your footsteps in the NE corner of the room draws your attention." "This area seems slightly dustier than usual." "You perceive the faintest blur around the scroll work, as if looking at something through heat convection." You essentially describe something suspicious that doesn't give away the nature of the trap. Merely alerting the PCs to the presence of something suspicious gives them an advantage in finding / disarming a trap and experimenting in such a way as to (hopefully) keep them safe as they try to reveal what sort of threat the trap poses. Occasionally these are actually red herrings or nonthreatening location features, for the purpose of either keeping the PCs on their toes or to promote interaction with the "dungeon" environment. Sometimes the holes along the wall are just a ventilation or heating system.</p></blockquote><p></p>
[QUOTE="Shadowdweller00, post: 7051631, member: 6778479"] I use traps in mostly 3 ways - * Combat complications - Something like a collection of heavy stones suspended over part of the battlefield that can be released by lever or cutting a rope. Essentially things that make combat a bit more tactically interesting. Sometimes these are used to make tactically disadvantaged foes (for example - those with slow move speeds and no ranged attacks) a credible threat. * Quick resource sinks - In which case the binary nature of passive perception / other skills doesn't really bother me, nor does the PCs quickly bypassing the trap. The point is to cost the PCs something (or let them bypass something) WITHOUT needing go through a full set of combat rolls. Used where thematically appropriate. * Puzzles - These are essentially meant to be encounters unto themselves. They're designed to make the PLAYERS (in addition to the PCs) think and experiment so as to keep gameplay varied. Some can be hard to bypass - for example, the PCs might need to pry away a heavy stone before getting to the gears or magical wards so that they can disarm the trap. I ALWAYS make sure that character abilities are useful - either passive perception, or thieves' tools proficiency. But these skills are probably only one step in the multistep process of dealing with the trap. Just to reinforce what others have said, you can make passive perception and investigation checks useful without giving away the trap based on what sort of information and how much you offer. To illustrate - the party scout has a high enough passive perception to notice something. So you give the most general of details - "You feel an odd draft of air as you creep down the hallway." "Something about the echo of your footsteps in the NE corner of the room draws your attention." "This area seems slightly dustier than usual." "You perceive the faintest blur around the scroll work, as if looking at something through heat convection." You essentially describe something suspicious that doesn't give away the nature of the trap. Merely alerting the PCs to the presence of something suspicious gives them an advantage in finding / disarming a trap and experimenting in such a way as to (hopefully) keep them safe as they try to reveal what sort of threat the trap poses. Occasionally these are actually red herrings or nonthreatening location features, for the purpose of either keeping the PCs on their toes or to promote interaction with the "dungeon" environment. Sometimes the holes along the wall are just a ventilation or heating system. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Traps, how do you handle them?
Top