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Wandering Monsters: Living Traps
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<blockquote data-quote="Li Shenron" data-source="post: 6141252" data-attributes="member: 1465"><p>No, never... <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>But I've used the molds and the fungi... I think these trap-like monsters are really a nice addition to the game, as long as they don't become a "find the one only possible cure within 24 hours" which usually means "go to sleep, next morning Cleric prepares the right spell".</p><p></p><p>I am a huge fan of the Exploration phase, so I'm biased. I would like to see more hazards or trap-like monsters. I don't really care if they are put in the MM or in the DMG tho.</p><p></p><p>Thinking about it, 3ed IMHO seriously lacked creativity when it comes to traps. They were practically all mechanical traps with scaling DC and damage, with some variation on the trigger etc, but if the game would include "living traps" (just think e.g. of carnivorous plants), each with different resistances, immunities, vulnerabilities, special attacks, then there would be a lot of room for design.</p><p></p><p>The difference between a "living trap" (or "trap-like monster") and a regular monster, could be a bit blurred... mostly I would expect that a living trap or hazards is something you don't fight using combat rules, typically because it doesn't move, follow, or direct its attack. It has no mobility and possibly no intelligence, therefore no tactics that isn't a simple stimulus-reaction. Once you find the trap (or you're found by the trap!), killing often it doesn't matter much, either because it's trivial (just chop it down in relax, it doesn't strike back) or because it's irrelevant (it has already done to you everything it could).</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6141252, member: 1465"] No, never... :) But I've used the molds and the fungi... I think these trap-like monsters are really a nice addition to the game, as long as they don't become a "find the one only possible cure within 24 hours" which usually means "go to sleep, next morning Cleric prepares the right spell". I am a huge fan of the Exploration phase, so I'm biased. I would like to see more hazards or trap-like monsters. I don't really care if they are put in the MM or in the DMG tho. Thinking about it, 3ed IMHO seriously lacked creativity when it comes to traps. They were practically all mechanical traps with scaling DC and damage, with some variation on the trigger etc, but if the game would include "living traps" (just think e.g. of carnivorous plants), each with different resistances, immunities, vulnerabilities, special attacks, then there would be a lot of room for design. The difference between a "living trap" (or "trap-like monster") and a regular monster, could be a bit blurred... mostly I would expect that a living trap or hazards is something you don't fight using combat rules, typically because it doesn't move, follow, or direct its attack. It has no mobility and possibly no intelligence, therefore no tactics that isn't a simple stimulus-reaction. Once you find the trap (or you're found by the trap!), killing often it doesn't matter much, either because it's trivial (just chop it down in relax, it doesn't strike back) or because it's irrelevant (it has already done to you everything it could). [/QUOTE]
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