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Traps in 4e?
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<blockquote data-quote="hong" data-source="post: 3747567" data-attributes="member: 537"><p>As was illustrated above, because the cave-in might stop you getting to the archers who are peppering you with arrows. The point is that the passive trap/hazard is part of an overall encounter, instead of just being something met in isolation.</p><p></p><p></p><p></p><p>Since they seem to be toning down the level of wacky magic overall, this might or might not be a problem. And really, this is a problem with any purely passive hazard: there's always the possibility that the PCs just go around it. Past a certain point, the best bomb-disposal guy is the wizard with dim door, not the rogue.</p></blockquote><p></p>
[QUOTE="hong, post: 3747567, member: 537"] As was illustrated above, because the cave-in might stop you getting to the archers who are peppering you with arrows. The point is that the passive trap/hazard is part of an overall encounter, instead of just being something met in isolation. Since they seem to be toning down the level of wacky magic overall, this might or might not be a problem. And really, this is a problem with any purely passive hazard: there's always the possibility that the PCs just go around it. Past a certain point, the best bomb-disposal guy is the wizard with dim door, not the rogue. [/QUOTE]
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