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General Tabletop Discussion
*Dungeons & Dragons
Traps: yay or nay?
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<blockquote data-quote="Saeviomagy" data-source="post: 7292445" data-attributes="member: 5890"><p>Actually, the temple sequence that ends in the giant rolling boulder has no such thing for most of the traps. Indy just appears to be extraordinarily suspicious of... everything. The first trap is a ray of sunlight, and it's previous victim is only visible <em>after</em> it is triggered. The next is a hidden pressure plate, again with no victim or odd decorations.</p><p></p><p>Even the pedestal gives no clue as to what is actually going to happen - Indy is just paranoid enough to expect a problem.</p><p></p><p>OR</p><p></p><p>He researched the complex beforehand and knew exactly where each trap was.</p><p></p><p>It's hard to say which.</p><p></p><p></p><p>Traps should never deal 5 damage and have no other effect, period. It's not enough to kill anyone outright, it's not enough to knock out most characters, and even the few people that have 5 hitpoints are likely to survive it (even if they're on their own!), so unless the denizens regularly patrol their traps, it's not going to be useful at all.</p><p></p><p>If you have a damage dealing trap, either make it actually deadly (and telegraph it if you are unwilling to kill characters), or give it secondary effects (like a loud noise that prompts denizens to take action).</p><p></p><p>Don't have a trap that is "cross off hitpoints and continue like nothing happens".</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 7292445, member: 5890"] Actually, the temple sequence that ends in the giant rolling boulder has no such thing for most of the traps. Indy just appears to be extraordinarily suspicious of... everything. The first trap is a ray of sunlight, and it's previous victim is only visible [i]after[/i] it is triggered. The next is a hidden pressure plate, again with no victim or odd decorations. Even the pedestal gives no clue as to what is actually going to happen - Indy is just paranoid enough to expect a problem. OR He researched the complex beforehand and knew exactly where each trap was. It's hard to say which. Traps should never deal 5 damage and have no other effect, period. It's not enough to kill anyone outright, it's not enough to knock out most characters, and even the few people that have 5 hitpoints are likely to survive it (even if they're on their own!), so unless the denizens regularly patrol their traps, it's not going to be useful at all. If you have a damage dealing trap, either make it actually deadly (and telegraph it if you are unwilling to kill characters), or give it secondary effects (like a loud noise that prompts denizens to take action). Don't have a trap that is "cross off hitpoints and continue like nothing happens". [/QUOTE]
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