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Two Dozen Nasty DM Tricks
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<blockquote data-quote="merelycompetent" data-source="post: 4678369" data-attributes="member: 33830"><p>Yes.</p><p></p><p>No. None of the traps in here are immediately deadly. Many can easily be defeated with a little bit of checking. Look in the bag of holding before you put anything valuable in it and you can easily see the rust monster(s), for example. Others allow saving throws. All of them are usable, in some form or fashion, by the PCs against their enemies. Many of them are detectable by thief/rogue classes (or equivalents) under all editions of the game. Even the poison on the rats' claws trick is far less deadly as presented in 4E.</p><p></p><p>There are some styles of play where the enemy exercises intricate strategy and tactics to use against the PCs, where the DM and players enjoy the intellectual, strategic, or tactical challenges, ambushes, and trickery possible within the rules. Your style appears to be different. And that's good! A variety of styles, interpretations, and understanding of the game *adds* to the hobby.</p><p></p><p>We could go into a long discussion about what constitutes meta-gamey, DM vs. player, what play styles are valid, and so forth. That's not the point. The point is to use these devious, clever, and dastardly traps as *inspiration*, to make *your* game more fun! Even if the traps in this thread are examples of what you don't want to do in your game, they still benefit you: Now you have a set of examples of what you definitely don't want to use in your play style. Or you can tone them down - maybe change the two rust monsters into puppies - who are actually the polymorphed kidnapped prince and princess. Or better still, the BBEG's misbehaving children. Plot hooks galore.</p><p></p><p>Just a few thoughts.</p></blockquote><p></p>
[QUOTE="merelycompetent, post: 4678369, member: 33830"] Yes. No. None of the traps in here are immediately deadly. Many can easily be defeated with a little bit of checking. Look in the bag of holding before you put anything valuable in it and you can easily see the rust monster(s), for example. Others allow saving throws. All of them are usable, in some form or fashion, by the PCs against their enemies. Many of them are detectable by thief/rogue classes (or equivalents) under all editions of the game. Even the poison on the rats' claws trick is far less deadly as presented in 4E. There are some styles of play where the enemy exercises intricate strategy and tactics to use against the PCs, where the DM and players enjoy the intellectual, strategic, or tactical challenges, ambushes, and trickery possible within the rules. Your style appears to be different. And that's good! A variety of styles, interpretations, and understanding of the game *adds* to the hobby. We could go into a long discussion about what constitutes meta-gamey, DM vs. player, what play styles are valid, and so forth. That's not the point. The point is to use these devious, clever, and dastardly traps as *inspiration*, to make *your* game more fun! Even if the traps in this thread are examples of what you don't want to do in your game, they still benefit you: Now you have a set of examples of what you definitely don't want to use in your play style. Or you can tone them down - maybe change the two rust monsters into puppies - who are actually the polymorphed kidnapped prince and princess. Or better still, the BBEG's misbehaving children. Plot hooks galore. Just a few thoughts. [/QUOTE]
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