Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Unearthed Arcana: Traps Revisited
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Saeviomagy" data-source="post: 7709677" data-attributes="member: 5890"><p>If you can do this, you can almost certainly make the lever simply not do anything at all.</p><p></p><p>I would have thought that wedging it with pitons would also potentially work if done carefully.</p><p></p><p>You are ruling out the potential of opening the object in some way that avoids the spring mechanism.</p><p></p><p>It's unfortunately also one of the silliest, because it's one-shot and traps people who <em>attempt</em> to open the chest instead of people who succeed at it. It also doesn't hurt people who just walk around to the back of the chest and cut a hole in it.</p><p></p><p>You're fixated on attacks when other actions would work just as well. Tying a piece of string around the tripwire should be effective and incredibly unlikely to trigger the trap unless it's intended to kill mice.</p><p></p><p>First: the positive. I like the "detecting magical runes is easier in darkness" bit.</p><p></p><p>However, this is probably the one that needs the most information, yet you've given it the least. </p><p>How does the spell detect creatures? Is it visually based? Where is it looking from? What specific thing is it keyed to attack? How good is it at seeing past disguises? Can it see in the dark? Can it detect creatures through solid impediments? You don't have to specify this stuff, but a DM needs to have thought it through.</p><p></p><p>Why can't thieves' tools disarm it? Is it really unreasonable to assume that there are mundane countermeasures to magic?</p><p></p><p>Example: A necromancer has inscribed a symbol of death on his spell book. The PCs are going to pilfer it because they're not high enough level to confront him directly, and having him unable to use his best spells twice is a pretty substantial weakening.</p><p></p><p>The spell triggers is "anybody but me looks at the book from within 17 feet and 5 inches".</p><p></p><p>Because the PCs are high level and have sufficient information gathering skills (or sufficient paranoia), they know the spellbook to be magically trapped, but they can't get specifics.</p><p></p><p>What can players actually do except stand 120 feet away from the book and cast dispel magic?</p><p></p><p>And the answer comes down to those questions above - how does the magic detect them and trigger: can the PCs turn off the lights and then simply pick up the book? Can they wear an evil necromancer disguise and pick up the book? Can they pre-emptively trigger the spell by making it think there is a target creature nearby without risking themselves (the spell just says "creatures" trigger it, so technically throwing a bug with compound eyes at the book should trigger it - and if the spell is visually cued, how does it tell if something is a creature)? Can they make their way to the book while pushing a pavise to hide behind? If they get close enough without triggering the symbol, can they deface the symbol and deactivate the magic? Or just shove the book into a box and close the box?</p><p></p><p>Answering those questions makes a magic trap something fun that you can use with abandon, instead of "magic traps suck, so only use them to make dispel magic a spell worth knowing"</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 7709677, member: 5890"] If you can do this, you can almost certainly make the lever simply not do anything at all. I would have thought that wedging it with pitons would also potentially work if done carefully. You are ruling out the potential of opening the object in some way that avoids the spring mechanism. It's unfortunately also one of the silliest, because it's one-shot and traps people who [i]attempt[/i] to open the chest instead of people who succeed at it. It also doesn't hurt people who just walk around to the back of the chest and cut a hole in it. You're fixated on attacks when other actions would work just as well. Tying a piece of string around the tripwire should be effective and incredibly unlikely to trigger the trap unless it's intended to kill mice. First: the positive. I like the "detecting magical runes is easier in darkness" bit. However, this is probably the one that needs the most information, yet you've given it the least. How does the spell detect creatures? Is it visually based? Where is it looking from? What specific thing is it keyed to attack? How good is it at seeing past disguises? Can it see in the dark? Can it detect creatures through solid impediments? You don't have to specify this stuff, but a DM needs to have thought it through. Why can't thieves' tools disarm it? Is it really unreasonable to assume that there are mundane countermeasures to magic? Example: A necromancer has inscribed a symbol of death on his spell book. The PCs are going to pilfer it because they're not high enough level to confront him directly, and having him unable to use his best spells twice is a pretty substantial weakening. The spell triggers is "anybody but me looks at the book from within 17 feet and 5 inches". Because the PCs are high level and have sufficient information gathering skills (or sufficient paranoia), they know the spellbook to be magically trapped, but they can't get specifics. What can players actually do except stand 120 feet away from the book and cast dispel magic? And the answer comes down to those questions above - how does the magic detect them and trigger: can the PCs turn off the lights and then simply pick up the book? Can they wear an evil necromancer disguise and pick up the book? Can they pre-emptively trigger the spell by making it think there is a target creature nearby without risking themselves (the spell just says "creatures" trigger it, so technically throwing a bug with compound eyes at the book should trigger it - and if the spell is visually cued, how does it tell if something is a creature)? Can they make their way to the book while pushing a pavise to hide behind? If they get close enough without triggering the symbol, can they deface the symbol and deactivate the magic? Or just shove the book into a box and close the box? Answering those questions makes a magic trap something fun that you can use with abandon, instead of "magic traps suck, so only use them to make dispel magic a spell worth knowing" [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Unearthed Arcana: Traps Revisited
Top