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General Tabletop Discussion
*Pathfinder & Starfinder
Traps: What Should Become of the Spike-Filled Pit?
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<blockquote data-quote="Li Shenron" data-source="post: 5780740" data-attributes="member: 1465"><p>I agree completely. For me it's one of their top requirements. There's nothing as boring and frustrating as a trap placed in the middle of nowhere for no reason.</p><p></p><p>I don't really think traps are "passé", I think they are very much a signature feature of D&D and can be memorable and cool if thought-out properly, but it's definitely easier to design a good combat than a good trap.</p><p></p><p>I second those who think that a stand-alone trap which delivers only immediate damage is not cool, it ends being a minor nuisance (a wasted cure wounds spell or potion, probably). If you use such traps, you should probably add something around it, such as the spike pit noise alerting monsters so that they attack the party before those in the pit has been taken out. Even just using a self-reloading trap instead of a one-shot can be an improvement enough sometimes, for example if the trap is blocking a convenient passage or hidden treasure that cannot be reached without disarming the trap first.</p><p></p><p>Otherwise it might be better to use traps that give long-lasting penalties or even getting worse. Poison would be an obvious choice, but it's a pity that poison rules are usually designed for coating weapons and therefore have short-time effects instead of long-time effects.</p><p></p><p>Also good to keep in mind that there exist traps not designed to kill or damage. A net/cage type trap that causes no damage but could mean to be captured for example.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 5780740, member: 1465"] I agree completely. For me it's one of their top requirements. There's nothing as boring and frustrating as a trap placed in the middle of nowhere for no reason. I don't really think traps are "passé", I think they are very much a signature feature of D&D and can be memorable and cool if thought-out properly, but it's definitely easier to design a good combat than a good trap. I second those who think that a stand-alone trap which delivers only immediate damage is not cool, it ends being a minor nuisance (a wasted cure wounds spell or potion, probably). If you use such traps, you should probably add something around it, such as the spike pit noise alerting monsters so that they attack the party before those in the pit has been taken out. Even just using a self-reloading trap instead of a one-shot can be an improvement enough sometimes, for example if the trap is blocking a convenient passage or hidden treasure that cannot be reached without disarming the trap first. Otherwise it might be better to use traps that give long-lasting penalties or even getting worse. Poison would be an obvious choice, but it's a pity that poison rules are usually designed for coating weapons and therefore have short-time effects instead of long-time effects. Also good to keep in mind that there exist traps not designed to kill or damage. A net/cage type trap that causes no damage but could mean to be captured for example. [/QUOTE]
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*Pathfinder & Starfinder
Traps: What Should Become of the Spike-Filled Pit?
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