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Unearthed Arcana: Traps Revisited
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<blockquote data-quote="Dualazi" data-source="post: 7709547" data-attributes="member: 6855537"><p>Well…Quickleaf and Saeviomagy pretty much articulated many of my thoughts far better than I could myself, but for what it’s worth:</p><p></p><p>Investigation skill inclusion is good but should go further, at the end of the day perception is still the more valuable skill by far, and is more useful in general. I’d have liked more emphasis on investigation since perception has combat applications and investigation doesn’t really.</p><p></p><p>No alternate methods of foiling/addressing high passive perceptions. Even moderately perceptive characters can easily detect the weak traps, and normal/hard traps are essentially undetectable passively for large swathes of the game. That’s not a terribly healthy dynamic to have, and I personally will probably stick to rolling PC’s perception in secret. Rules expansion in this regard would have been helpful, even if it was something as simple as gating varying levels of information behind different DCs. </p><p></p><p>Making the player describe how they disable the trap can potentially be finicky and lead to arguments and gotchas. I’m not eager to go back to the days of everyone carrying 10 ft. poles to solve their problems. Plus, it’s rarely required for other checks/actions, so this feels a little punitive already.</p><p></p><p>The math is off on some of them, such as the bear trap. This is a minor issue I assume they’ll resolve with feedback, but still.</p><p></p><p>I agree with other assessments that complex traps seem to be pretty reminiscent of skill challenges form 4e, which I’m hopeful they can improve upon. However, a lot of the example traps seem to fit into the “hallway of death” philosophy, which is only valuable insofar as the players are forced to remain inside it. In their spinning blades/pillars/rune example, I can easily see my players simply stepping back out of harm’s way and coming up with low-risk solutions. This isn’t always bad, but part of the thrill of these types of traps is the idea of working under constant pressure and danger. More advice on sensible or inventive trap placement wouldn’t have gone amiss.</p></blockquote><p></p>
[QUOTE="Dualazi, post: 7709547, member: 6855537"] Well…Quickleaf and Saeviomagy pretty much articulated many of my thoughts far better than I could myself, but for what it’s worth: Investigation skill inclusion is good but should go further, at the end of the day perception is still the more valuable skill by far, and is more useful in general. I’d have liked more emphasis on investigation since perception has combat applications and investigation doesn’t really. No alternate methods of foiling/addressing high passive perceptions. Even moderately perceptive characters can easily detect the weak traps, and normal/hard traps are essentially undetectable passively for large swathes of the game. That’s not a terribly healthy dynamic to have, and I personally will probably stick to rolling PC’s perception in secret. Rules expansion in this regard would have been helpful, even if it was something as simple as gating varying levels of information behind different DCs. Making the player describe how they disable the trap can potentially be finicky and lead to arguments and gotchas. I’m not eager to go back to the days of everyone carrying 10 ft. poles to solve their problems. Plus, it’s rarely required for other checks/actions, so this feels a little punitive already. The math is off on some of them, such as the bear trap. This is a minor issue I assume they’ll resolve with feedback, but still. I agree with other assessments that complex traps seem to be pretty reminiscent of skill challenges form 4e, which I’m hopeful they can improve upon. However, a lot of the example traps seem to fit into the “hallway of death” philosophy, which is only valuable insofar as the players are forced to remain inside it. In their spinning blades/pillars/rune example, I can easily see my players simply stepping back out of harm’s way and coming up with low-risk solutions. This isn’t always bad, but part of the thrill of these types of traps is the idea of working under constant pressure and danger. More advice on sensible or inventive trap placement wouldn’t have gone amiss. [/QUOTE]
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