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Unearthed Arcana: Traps Revisited
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<blockquote data-quote="Quickleaf" data-source="post: 7709681" data-attributes="member: 20323"><p>I'm flattered you think so! </p><p></p><p>I have been working on my own reworking of traps from the ground up, and the UA article put a little fuel in my creative furnace. I'm debating how I want to share my ideas. There is enough I've developed to merits its own thread...maybe even a blog...and after playtesting maybe a product on Drivethru or DMsGuild.</p><p></p><p>To briefly answer your question about Magical Wards as a trigger type...The truth is I think there are several types of triggers that D&D habitually tends to clump under the "it's magic" label. I haven't yet unpacked that and figured out what those typologies are yet, but it's something I felt intuitively as soon as I started getting into trap design. For me, I think the ideal number of trigger types is roughly about the same as the number of monster types in D&D 5e (i.e. 14). I'd settle for about 10-12 distinct trigger types.</p><p></p><p>EDIT: Triggers to me are the interesting part of the trap, since they speak to how the trap is noticed & how it might be countered. The actual deleterious effects of a trap are already pretty well covered in the DMG according to threat range...though I do think that poison in particular needs some re-thinking and there should be an onset time. One of the principles I'm working with is "something happens...now give players a chance to respond."</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7709681, member: 20323"] I'm flattered you think so! I have been working on my own reworking of traps from the ground up, and the UA article put a little fuel in my creative furnace. I'm debating how I want to share my ideas. There is enough I've developed to merits its own thread...maybe even a blog...and after playtesting maybe a product on Drivethru or DMsGuild. To briefly answer your question about Magical Wards as a trigger type...The truth is I think there are several types of triggers that D&D habitually tends to clump under the "it's magic" label. I haven't yet unpacked that and figured out what those typologies are yet, but it's something I felt intuitively as soon as I started getting into trap design. For me, I think the ideal number of trigger types is roughly about the same as the number of monster types in D&D 5e (i.e. 14). I'd settle for about 10-12 distinct trigger types. EDIT: Triggers to me are the interesting part of the trap, since they speak to how the trap is noticed & how it might be countered. The actual deleterious effects of a trap are already pretty well covered in the DMG according to threat range...though I do think that poison in particular needs some re-thinking and there should be an onset time. One of the principles I'm working with is "something happens...now give players a chance to respond." [/QUOTE]
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