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Traps in 13th Age
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<blockquote data-quote="alien270" data-source="post: 6293971" data-attributes="member: 6698097"><p>While I wouldn't go quite as far as making traps <em>lethal</em> (though they might be if the PC is like my players and doesn't spend as many recoveries as they should after a battle), I'm inclined to make them pretty rare, but much nastier than the suggestions in the core book. I like the philosophy of making them pretty obvious, or at least making it obvious that <em>something</em> is off in this area. For best effect, I'd do enough damage to eat up at least a couple of recoveries, or depending on the nature of the trap maybe hit the PC with a temporary negative background, or something similar to the disease tracks in the Midgard bestiary.</p><p></p><p>EDIT: The potentially nastiest "trap" I implemented in-game was a pair of animated statues that I allowed the Dwarf Paladin to immediately recognize as cursed (thanks to his Icon roll with the Dwarf King). Specifically, he knew that the curse would be triggered if either statue was "killed." This was the main security measure in the vault of a Dwarven noble, so it was a neat way for the players to have to break open this vault under pressure, without defaulting to "reduce those guardians to 0 HP!" strategy.</p><p></p><p>The players ended up being too terrified of this curse to risk killing the things. And for good reason; I never told them, but the curse I had in mind would have turned their limbs into goblin-limbs, making most tasks extremely difficult!</p></blockquote><p></p>
[QUOTE="alien270, post: 6293971, member: 6698097"] While I wouldn't go quite as far as making traps [I]lethal[/I] (though they might be if the PC is like my players and doesn't spend as many recoveries as they should after a battle), I'm inclined to make them pretty rare, but much nastier than the suggestions in the core book. I like the philosophy of making them pretty obvious, or at least making it obvious that [I]something[/I] is off in this area. For best effect, I'd do enough damage to eat up at least a couple of recoveries, or depending on the nature of the trap maybe hit the PC with a temporary negative background, or something similar to the disease tracks in the Midgard bestiary. EDIT: The potentially nastiest "trap" I implemented in-game was a pair of animated statues that I allowed the Dwarf Paladin to immediately recognize as cursed (thanks to his Icon roll with the Dwarf King). Specifically, he knew that the curse would be triggered if either statue was "killed." This was the main security measure in the vault of a Dwarven noble, so it was a neat way for the players to have to break open this vault under pressure, without defaulting to "reduce those guardians to 0 HP!" strategy. The players ended up being too terrified of this curse to risk killing the things. And for good reason; I never told them, but the curse I had in mind would have turned their limbs into goblin-limbs, making most tasks extremely difficult! [/QUOTE]
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