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Unearthed Arcana: Traps Revisited
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<blockquote data-quote="Chaosmancer" data-source="post: 7709624" data-attributes="member: 6801228"><p>I agree with the premise, but I’d foreshadow that particular example a bit more heavily. Figuring out the trap, then suddenly activating a part 2 that forces you into the trap you just avoided…. Some player may interpret that as the DM acting in bad faith. </p><p></p><p>Now, a dungeon established to be full of harsh traps that has a blade pop out of the wall while you’re skirting around the pit trap, that feels different to me than being pushed back into the pit. It’s a new threat meant to deal with people that avoid the first threat. I’m also a horrible person who loves putting well-hidden pits or pressure plates behind trip wires. So when the players just step over the wire, something bad also happens. </p><p></p><p></p><p></p><p></p><p>Ah, okay. So it is less with the structures of how traps are activated or disarmed and more with the effects that were given. I get that, I wouldn’t go so far for instant death, but a trap that magically cursed someone or offered some other problem rather than just straight hp loss is more interesting. </p><p></p><p>A favorite I never got to use (they accidentally avoided every single trap in that entire dungeon) was a false door with a teleport rune. It teleported the person who opened the door into a different chamber. In that particular instance I think it was meant to transport them into a “fish tank” full of poisonous jellyfish. The end result was damage to a player, but the layer of separating the party would have freaked them out a lot more I think.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 7709624, member: 6801228"] I agree with the premise, but I’d foreshadow that particular example a bit more heavily. Figuring out the trap, then suddenly activating a part 2 that forces you into the trap you just avoided…. Some player may interpret that as the DM acting in bad faith. Now, a dungeon established to be full of harsh traps that has a blade pop out of the wall while you’re skirting around the pit trap, that feels different to me than being pushed back into the pit. It’s a new threat meant to deal with people that avoid the first threat. I’m also a horrible person who loves putting well-hidden pits or pressure plates behind trip wires. So when the players just step over the wire, something bad also happens. Ah, okay. So it is less with the structures of how traps are activated or disarmed and more with the effects that were given. I get that, I wouldn’t go so far for instant death, but a trap that magically cursed someone or offered some other problem rather than just straight hp loss is more interesting. A favorite I never got to use (they accidentally avoided every single trap in that entire dungeon) was a false door with a teleport rune. It teleported the person who opened the door into a different chamber. In that particular instance I think it was meant to transport them into a “fish tank” full of poisonous jellyfish. The end result was damage to a player, but the layer of separating the party would have freaked them out a lot more I think. [/QUOTE]
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