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General Tabletop Discussion
*Dungeons & Dragons
Turning a boring trap into an exciting encounter.
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<blockquote data-quote="Saeviomagy" data-source="post: 6749330" data-attributes="member: 5890"><p>Mostly good, but I think it falls into a typical bad assumption about traps: that they are only 'succeeded' at by totally bypassing them with zero resource consumption, and therefore the main design decision of a trap is to work out how to reveal it to the players without it hurting them.</p><p></p><p>We don't treat combat that way: typically adventurers don't expect to see combat coming from sufficiently far off that they can totally negate it's impact upon them, and once they engage in it, they expect to consume resources. In fact, the more resources it consumes, the more heroic they feel when they succeed.</p><p></p><p>The ideal trap is one that consumes resources and makes the party work together to resolve. That resolution does not necessarily mean the trap is disabled: merely that it didn't kill the party or stop their progress towards a goal.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 6749330, member: 5890"] Mostly good, but I think it falls into a typical bad assumption about traps: that they are only 'succeeded' at by totally bypassing them with zero resource consumption, and therefore the main design decision of a trap is to work out how to reveal it to the players without it hurting them. We don't treat combat that way: typically adventurers don't expect to see combat coming from sufficiently far off that they can totally negate it's impact upon them, and once they engage in it, they expect to consume resources. In fact, the more resources it consumes, the more heroic they feel when they succeed. The ideal trap is one that consumes resources and makes the party work together to resolve. That resolution does not necessarily mean the trap is disabled: merely that it didn't kill the party or stop their progress towards a goal. [/QUOTE]
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