Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Traps: yay or nay?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Blue" data-source="post: 7292896" data-attributes="member: 20564"><p>I use traps when I have a character that has invested in being able to disarm traps, so they get to use that part of their character and show it off.</p><p></p><p>I use traps to set the tone, show places that are dangerous, and give a feel for the inhabitants (a simple beartrap vs. a clockwork blowgun trap built into the walls, a trap to capture vs. a trap to kill smeared with poison, etc.). Sometimes this means there are traps just because the inhabitants would put some.</p><p></p><p>I use traps as hazards in combat to make it more dynamic and exciting. Often the primary purpose is the conditions they inflict, not the damage they do. (Sometimes they will be leading into combat instead, and then a big area blast of damage is what I'm looking for as it changes the assumptions of an encounter and pushes it out of the PCs comfort zone.</p><p></p><p>I use traps when time is short so the characters need to choose to go fast and take some lumps or go slow and burn up precious time.</p><p></p><p>I use complex or multi-part traps as puzzles. These most often protect some objective needed to move forward. These can do as much (or more) damage as a combat encounter, they are a pivotal scene. I might also do these when the party is getting pursued by a force they don't want to engage so they are short on time.</p><p></p><p>In most cases, I don't use traps as a significant portion of daily attrition like an encounter would be.</p></blockquote><p></p>
[QUOTE="Blue, post: 7292896, member: 20564"] I use traps when I have a character that has invested in being able to disarm traps, so they get to use that part of their character and show it off. I use traps to set the tone, show places that are dangerous, and give a feel for the inhabitants (a simple beartrap vs. a clockwork blowgun trap built into the walls, a trap to capture vs. a trap to kill smeared with poison, etc.). Sometimes this means there are traps just because the inhabitants would put some. I use traps as hazards in combat to make it more dynamic and exciting. Often the primary purpose is the conditions they inflict, not the damage they do. (Sometimes they will be leading into combat instead, and then a big area blast of damage is what I'm looking for as it changes the assumptions of an encounter and pushes it out of the PCs comfort zone. I use traps when time is short so the characters need to choose to go fast and take some lumps or go slow and burn up precious time. I use complex or multi-part traps as puzzles. These most often protect some objective needed to move forward. These can do as much (or more) damage as a combat encounter, they are a pivotal scene. I might also do these when the party is getting pursued by a force they don't want to engage so they are short on time. In most cases, I don't use traps as a significant portion of daily attrition like an encounter would be. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Traps: yay or nay?
Top