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Unearthed Arcana: Traps Revisited
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<blockquote data-quote="Jefe Bergenstein" data-source="post: 7709577" data-attributes="member: 31506"><p>This I don't have a problem with, but it seems more the exception than the rule. So many published adventures are so incredibly vague in how you disable it and the information isn't presented in a clear fashion. Players then can't really make an informed decision of how to describe something they (probably) don't know how to do in real life. So there's multiple layers of separation of knowledge from player to character. To me, traps are pretty dull anyways unless they're sprung and require interaction with to defeat (Star Wars trash compactor, Indiana Jones boulder race, Goonies falling floor piano etc). I just don't have the mental energy to come up on the fly how a poisoned needle lock works, explain that to a party so it makes sense, and evaluate their attempts, all to get to the point of letting them roll to avoid a probably piddly amount of poison damage.</p></blockquote><p></p>
[QUOTE="Jefe Bergenstein, post: 7709577, member: 31506"] This I don't have a problem with, but it seems more the exception than the rule. So many published adventures are so incredibly vague in how you disable it and the information isn't presented in a clear fashion. Players then can't really make an informed decision of how to describe something they (probably) don't know how to do in real life. So there's multiple layers of separation of knowledge from player to character. To me, traps are pretty dull anyways unless they're sprung and require interaction with to defeat (Star Wars trash compactor, Indiana Jones boulder race, Goonies falling floor piano etc). I just don't have the mental energy to come up on the fly how a poisoned needle lock works, explain that to a party so it makes sense, and evaluate their attempts, all to get to the point of letting them roll to avoid a probably piddly amount of poison damage. [/QUOTE]
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Unearthed Arcana: Traps Revisited
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