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Traps, tracks, locks, hazards, and disasters
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<blockquote data-quote="Stormonu" data-source="post: 5984843" data-attributes="member: 52734"><p>This boggles me. Unless your characters are relatives of Pecos Bill, what can they do besides hide in the cellar and hope the druid's wolf doesn't get carried off from Kansas?</p><p></p><p>---------------------</p><p>The problems I have with puzzles. I don't want to give characters straight out answers with something like an intelligence roll, but I want players who have smart characters to have hints, extra guesses or whatnot to reflect their supposed greater intellect (by the way, same goes pretty much for social encounters with wallflower players playing rockstar bards). Some good guidelines and perhaps a few neat mechanics might be nice - say like a number of clues/guesses/hints equal to you Int mod when solving a puzzle or the like.</p><p></p><p>I don't know about 4E, but in 3E it seems like characters can hold their breath ridiculously long times. I'd like to see that shortened and then characters start taking hp damage - not drop instantly to 0 hp in one fell swoop.</p><p></p><p>I want traps to swing back to 3E and prior. I don't like 4E's heat-seeking arrow dart traps or "let's break the damn thing instead of letting the rogue disarm it" approach - as if it were some affixed monster. Sure, some traps can be broken, but I'd rather see the general approach to be either find a way to circumnavigate it or disarm it. More "chuck the skull in the gears of the descending ceiling and stop it long enough to pry the door open" than "let's rip the wall out and yank out the gears".</p></blockquote><p></p>
[QUOTE="Stormonu, post: 5984843, member: 52734"] This boggles me. Unless your characters are relatives of Pecos Bill, what can they do besides hide in the cellar and hope the druid's wolf doesn't get carried off from Kansas? --------------------- The problems I have with puzzles. I don't want to give characters straight out answers with something like an intelligence roll, but I want players who have smart characters to have hints, extra guesses or whatnot to reflect their supposed greater intellect (by the way, same goes pretty much for social encounters with wallflower players playing rockstar bards). Some good guidelines and perhaps a few neat mechanics might be nice - say like a number of clues/guesses/hints equal to you Int mod when solving a puzzle or the like. I don't know about 4E, but in 3E it seems like characters can hold their breath ridiculously long times. I'd like to see that shortened and then characters start taking hp damage - not drop instantly to 0 hp in one fell swoop. I want traps to swing back to 3E and prior. I don't like 4E's heat-seeking arrow dart traps or "let's break the damn thing instead of letting the rogue disarm it" approach - as if it were some affixed monster. Sure, some traps can be broken, but I'd rather see the general approach to be either find a way to circumnavigate it or disarm it. More "chuck the skull in the gears of the descending ceiling and stop it long enough to pry the door open" than "let's rip the wall out and yank out the gears". [/QUOTE]
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