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*Pathfinder & Starfinder
Traps: What Should Become of the Spike-Filled Pit?
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<blockquote data-quote="Glade Riven" data-source="post: 5784823" data-attributes="member: 86468"><p>I need to use more traps.</p><p> </p><p>Now I'm going to commit what many would believe is one of the gravest sins in modern game design: Look at how videogames handle traps. Well, and movies.</p><p> </p><p>There's always the classics - "bottomless" pit, mechanized traps that move/activate at regular intervals, corridor of swinging pendelums, and switchplate. Indiana Jones movies created some great traps (darts! boulders! pits! snakes!). Bear traps are aways fun. Wrong Answer traps are good for an "Oh SH*$" moments, if spread out so that PCs don't expect it.</p><p> </p><p>Most D&D traps appear to be designed along the lines of the switch plate. Useful, but dull. Still, something like the Landmine Dillema would work well - step on the pressure plate, but the trap doesn't activate unless pressure is released. A Lost Woods (Legends of Zelda) style Maze trap is one I've always wanted to try. Spell based traps (besides I have prepared Explosive Runes *BOOM*) are handy. Golums, mummies, etc. are always fun. Layering traps and puzzles can make for a fun dungeon crawl, especially if there are some pressure plates the players have to stand on and others to avoid. Letting some traps be disarmable after using skills to get past them can be handy.</p></blockquote><p></p>
[QUOTE="Glade Riven, post: 5784823, member: 86468"] I need to use more traps. Now I'm going to commit what many would believe is one of the gravest sins in modern game design: Look at how videogames handle traps. Well, and movies. There's always the classics - "bottomless" pit, mechanized traps that move/activate at regular intervals, corridor of swinging pendelums, and switchplate. Indiana Jones movies created some great traps (darts! boulders! pits! snakes!). Bear traps are aways fun. Wrong Answer traps are good for an "Oh SH*$" moments, if spread out so that PCs don't expect it. Most D&D traps appear to be designed along the lines of the switch plate. Useful, but dull. Still, something like the Landmine Dillema would work well - step on the pressure plate, but the trap doesn't activate unless pressure is released. A Lost Woods (Legends of Zelda) style Maze trap is one I've always wanted to try. Spell based traps (besides I have prepared Explosive Runes *BOOM*) are handy. Golums, mummies, etc. are always fun. Layering traps and puzzles can make for a fun dungeon crawl, especially if there are some pressure plates the players have to stand on and others to avoid. Letting some traps be disarmable after using skills to get past them can be handy. [/QUOTE]
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Community
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Traps: What Should Become of the Spike-Filled Pit?
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