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Traps in 13th Age
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<blockquote data-quote="GMMichael" data-source="post: 6294852" data-attributes="member: 6685730"><p>Insta-death = not fun.</p><p>Resource attrition = slightly less not fun.</p><p></p><p>Let's look at the bigger picture. Why does a character use a trap? To kill a pest. That's the simplest, most universal answer I can come up with. Whether the pest is eating the food in your cupboards, or trying to steal your treasure, the use is the same. A trap that just -weakens- the rat doesn't stop it from cleaning out your cupboards. Just slowing down the thief doesn't protect your diamond necklace.</p><p></p><p>Why does a GM use a trap? To scare the PCs. Without worrying about traps, PCs can storm their way through any environment, stopping only when they find someone wielding an ugly weapon. Knowing there are traps around can reduce storming.</p><p></p><p>But as 13th Age says - don't kill your PCs. They don't like it. But they won't be scared if traps just weaken them a bit. And NPCs wouldn't bother to place traps that don't protect (or kill) anything.</p><p></p><p>So what's the solution? How do you make traps lethal and scary, without killing your PCs?</p><p></p><p></p><p></p><p>+1. Traps cause fear. And as long as your PCs know, generally, where a trap is, they won't need to slow the rest of their dungeon-crawling down to account for dozens of unseen, impractical traps as well. Give your PCs some advance knowledge of a trap (even the previous victim lying around), and you can still make the trap lethal as well. It only takes one smart PC or NPC to prepare an antidote or a resurrection scroll for when the party fails to avoid the known trap.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6294852, member: 6685730"] Insta-death = not fun. Resource attrition = slightly less not fun. Let's look at the bigger picture. Why does a character use a trap? To kill a pest. That's the simplest, most universal answer I can come up with. Whether the pest is eating the food in your cupboards, or trying to steal your treasure, the use is the same. A trap that just -weakens- the rat doesn't stop it from cleaning out your cupboards. Just slowing down the thief doesn't protect your diamond necklace. Why does a GM use a trap? To scare the PCs. Without worrying about traps, PCs can storm their way through any environment, stopping only when they find someone wielding an ugly weapon. Knowing there are traps around can reduce storming. But as 13th Age says - don't kill your PCs. They don't like it. But they won't be scared if traps just weaken them a bit. And NPCs wouldn't bother to place traps that don't protect (or kill) anything. So what's the solution? How do you make traps lethal and scary, without killing your PCs? +1. Traps cause fear. And as long as your PCs know, generally, where a trap is, they won't need to slow the rest of their dungeon-crawling down to account for dozens of unseen, impractical traps as well. Give your PCs some advance knowledge of a trap (even the previous victim lying around), and you can still make the trap lethal as well. It only takes one smart PC or NPC to prepare an antidote or a resurrection scroll for when the party fails to avoid the known trap. [/QUOTE]
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