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Unearthed Arcana: Traps Revisited
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<blockquote data-quote="pming" data-source="post: 7709595" data-attributes="member: 45197"><p>Hiya!</p><p></p><p></p><p></p><p>I think it's the end result that bothers me. They all seem intent on primarily being a HP/Healing drain, with some adding in a Movement hindrance. That's great and all...but, er, "simplistic"? Common? Typical? Not sure what word to use. Now don't get me wrong. Damage is a good thing for traps to do, but for the more "Deadly" ones, I want them to be, well, "Deadly". I want a Poison Gas trap under "Deadly" to be something like "Con sv., DC 15; Failure = Death; Success = 1d8 hp per round for 10 rounds or until removed/neutralized". To me <em>THAT</em> is "Deadly"...it will kill you if you fail, and may kill you anyway if you succeed. I want a rolling rock trap to be "A 10-tonne sphere rolls down the hall; Dex sv., DC 15 to avoid for M, DC 10 for S, DC 20 for L; Failure = Death and most items on character destroyed".</p><p></p><p>Death is Death...doesn't matter if you are 2nd level, or 20th. By linking traps primarily to HP's, it does a HUGE disservice to the origins of the game, IMHO. Yes, I'm an "Old Skool" DM (obviously), and that's how we play the game (and most RPG's we play, TBH). If a player describes what he does to nullify a poison needle trap, and it seems plausible, then thats that...no rolls needed. If he describes what he does that seems possible, but has some chance for failure...then roll. In short, the PLAYERS choices/descriptions have more of an impact than the stats on his sheet, usually, with regards to most aspects of any game I'm running.</p><p></p><p>Anyway, i still think it's a decent stab at it for young, new, or "D&D Lite" gamers. But for a more...hmmm.... "Hackmaster-Style" group they kinda fall a bit flat.</p><p></p><p>PS: For those talking about "Perception" use for detecting traps....I just outright tell them "It's a trap". Depending on how well they rolled they will get more info: "It's some kind of large, floor based trap"..."It's some kind of large trap in the floor or on the low sides of the walls"..."It's a spear trap that shoots spears out from the sides of the hall at about 1' height". After that, it's up to the PLAYERS to tell me how they go about discovering just how it works and all the details (with an Investigation roll). PLAYER ideas trump dice rolls, however.</p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 7709595, member: 45197"] Hiya! I think it's the end result that bothers me. They all seem intent on primarily being a HP/Healing drain, with some adding in a Movement hindrance. That's great and all...but, er, "simplistic"? Common? Typical? Not sure what word to use. Now don't get me wrong. Damage is a good thing for traps to do, but for the more "Deadly" ones, I want them to be, well, "Deadly". I want a Poison Gas trap under "Deadly" to be something like "Con sv., DC 15; Failure = Death; Success = 1d8 hp per round for 10 rounds or until removed/neutralized". To me [I]THAT[/I] is "Deadly"...it will kill you if you fail, and may kill you anyway if you succeed. I want a rolling rock trap to be "A 10-tonne sphere rolls down the hall; Dex sv., DC 15 to avoid for M, DC 10 for S, DC 20 for L; Failure = Death and most items on character destroyed". Death is Death...doesn't matter if you are 2nd level, or 20th. By linking traps primarily to HP's, it does a HUGE disservice to the origins of the game, IMHO. Yes, I'm an "Old Skool" DM (obviously), and that's how we play the game (and most RPG's we play, TBH). If a player describes what he does to nullify a poison needle trap, and it seems plausible, then thats that...no rolls needed. If he describes what he does that seems possible, but has some chance for failure...then roll. In short, the PLAYERS choices/descriptions have more of an impact than the stats on his sheet, usually, with regards to most aspects of any game I'm running. Anyway, i still think it's a decent stab at it for young, new, or "D&D Lite" gamers. But for a more...hmmm.... "Hackmaster-Style" group they kinda fall a bit flat. PS: For those talking about "Perception" use for detecting traps....I just outright tell them "It's a trap". Depending on how well they rolled they will get more info: "It's some kind of large, floor based trap"..."It's some kind of large trap in the floor or on the low sides of the walls"..."It's a spear trap that shoots spears out from the sides of the hall at about 1' height". After that, it's up to the PLAYERS to tell me how they go about discovering just how it works and all the details (with an Investigation roll). PLAYER ideas trump dice rolls, however. ^_^ Paul L. Ming [/QUOTE]
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