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Unearthed Arcana: Traps Revisited
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<blockquote data-quote="pming" data-source="post: 7709545" data-attributes="member: 45197"><p>Hiya.</p><p></p><p>I'm...disappointed? I'm a <s>bit of a</s> killer DM, I'll admit, but hearing my players be actually <em>excited-and-terrified-at-the-same-time</em> about the potential of death when dealing with a trap... and then the pure joy and sense of accomplishment when they come up with some ingenious way to defeat some death-trap by using <em>Cone of Cold</em>, a full waterskin, a 6.5' piece of rope, two pickled hearings and a half-used candle? Priceless! But when they 'know' that a trap, and failing saves/rolls will result in nothing but HP loss? Well, the looks on their faces are more along the line of annoyance (as in <em>"Oh, great...ANOTHER trap to drain our resources...*sigh*..."</em> ). In other words, traps become speed-bumps on the road to success...not dead ends. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>That said, I can see new players and DM's that like to have "D&D Lite" style campaigns, two thumbs up. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> The part about specifically dividing a trap into categories, with ranges for each, and then listing potential countermeasures... I can see that really helping new DM's as well as those wanting a more 'faux-death' type of campaign. But for old Grognard Curmudgeon Killer-DM's like me ...I'll have to give these a pass.</p><p></p><p>PS: Not trying to offend anyone here...just saying me and my group like our games the way like we like our contests against Sicilians. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 7709545, member: 45197"] Hiya. I'm...disappointed? I'm a [s]bit of a[/s] killer DM, I'll admit, but hearing my players be actually [I]excited-and-terrified-at-the-same-time[/I] about the potential of death when dealing with a trap... and then the pure joy and sense of accomplishment when they come up with some ingenious way to defeat some death-trap by using [I]Cone of Cold[/I], a full waterskin, a 6.5' piece of rope, two pickled hearings and a half-used candle? Priceless! But when they 'know' that a trap, and failing saves/rolls will result in nothing but HP loss? Well, the looks on their faces are more along the line of annoyance (as in [I]"Oh, great...ANOTHER trap to drain our resources...*sigh*..."[/I] ). In other words, traps become speed-bumps on the road to success...not dead ends. :) That said, I can see new players and DM's that like to have "D&D Lite" style campaigns, two thumbs up. :) The part about specifically dividing a trap into categories, with ranges for each, and then listing potential countermeasures... I can see that really helping new DM's as well as those wanting a more 'faux-death' type of campaign. But for old Grognard Curmudgeon Killer-DM's like me ...I'll have to give these a pass. PS: Not trying to offend anyone here...just saying me and my group like our games the way like we like our contests against Sicilians. ;) ^_^ Paul L. Ming [/QUOTE]
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