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<blockquote data-quote="Jer" data-source="post: 4211985" data-attributes="member: 19857"><p>You're assuming that all soul gems look alike and are implemented the same way. That doesn't have to be the case. A few cosmetic changes in the fluff and you have a trap that functions the same but looks different enough that even the players won't know that you're using the same trap, nevermind the characters.</p><p></p><p>Also - it's a Level 26 solo trap. I actually don't think that I WOULD throw more than one of these at a party over the course of their careers. It's not like the flame jets or whirling blades that are likely to show up a lot during the course of the characters' mid-tier adventures - something like the soul gem trap should probably actually BE something they only encounter once or twice.</p><p></p><p></p><p></p><p>Okay? I don't see how that's a problem at all. The thing is clearly designed to be a tactical challenge once the players figure out that it's a trap. If I have clever players who decide to turn the gem to powder from a distance because they have a bad feeling about it, more power to them. Now, my current players wouldn't do that. Mainly because I do, quite often in fact, embed gems into statues, frescoes, and other ornamentation in our adventures. So until the thing starts shooting at them they won't necessarily be sure if the gem is the trap OR if the gem is the treasure and if there's something else in the room that was the actual threat. Or something else.</p></blockquote><p></p>
[QUOTE="Jer, post: 4211985, member: 19857"] You're assuming that all soul gems look alike and are implemented the same way. That doesn't have to be the case. A few cosmetic changes in the fluff and you have a trap that functions the same but looks different enough that even the players won't know that you're using the same trap, nevermind the characters. Also - it's a Level 26 solo trap. I actually don't think that I WOULD throw more than one of these at a party over the course of their careers. It's not like the flame jets or whirling blades that are likely to show up a lot during the course of the characters' mid-tier adventures - something like the soul gem trap should probably actually BE something they only encounter once or twice. Okay? I don't see how that's a problem at all. The thing is clearly designed to be a tactical challenge once the players figure out that it's a trap. If I have clever players who decide to turn the gem to powder from a distance because they have a bad feeling about it, more power to them. Now, my current players wouldn't do that. Mainly because I do, quite often in fact, embed gems into statues, frescoes, and other ornamentation in our adventures. So until the thing starts shooting at them they won't necessarily be sure if the gem is the trap OR if the gem is the treasure and if there's something else in the room that was the actual threat. Or something else. [/QUOTE]
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