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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
What Are Traps For?
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="Reynard" data-source="post: 9268351" data-attributes="member: 467"><p>Spinning off from another thread because I think it deserves its own topic:</p><p></p><p>What are traps for -- specifically, traps in the dungeon? Why are they there from a gameplay standpoint? What play purpose do they serve? And given all that, how do you implement them?</p><p></p><p>For me, there are 2 kinds of traps: attrition traps, and puzzle traps. Attrition traps are things like spiked pits and poison needles and crossbows behind the door. They are there for the same reason "easy" fights are there: to whittle down the resources of the PCs so the player shave to make meaningful choices about how much farther to push to reach their goal or collect some treasure or whatever. And while I try and make sure these sorts of traps make sense in the context of the dungeon at hand, I don't overly worry about "why haven't the wandering monsters tripped this yet?"</p><p></p><p>Puzzle traps are full encounters, with multiple stages of both danger and disarming: the room slowly filling with poison gas after the doors lock, the descending spiked ceiling with no apparent way out, the room with oscillating reverse gravity and arcing lightning bolts, etc... These usually occur in weird places with a funhouse quality and I either do not worry about how they got there, or I come up with some completely bonkers justification.</p><p></p><p>What purpose do traps serve in your games? How do you implement them? How do you feel about traps as a player?</p></blockquote><p></p>
[QUOTE="Reynard, post: 9268351, member: 467"] Spinning off from another thread because I think it deserves its own topic: What are traps for -- specifically, traps in the dungeon? Why are they there from a gameplay standpoint? What play purpose do they serve? And given all that, how do you implement them? For me, there are 2 kinds of traps: attrition traps, and puzzle traps. Attrition traps are things like spiked pits and poison needles and crossbows behind the door. They are there for the same reason "easy" fights are there: to whittle down the resources of the PCs so the player shave to make meaningful choices about how much farther to push to reach their goal or collect some treasure or whatever. And while I try and make sure these sorts of traps make sense in the context of the dungeon at hand, I don't overly worry about "why haven't the wandering monsters tripped this yet?" Puzzle traps are full encounters, with multiple stages of both danger and disarming: the room slowly filling with poison gas after the doors lock, the descending spiked ceiling with no apparent way out, the room with oscillating reverse gravity and arcing lightning bolts, etc... These usually occur in weird places with a funhouse quality and I either do not worry about how they got there, or I come up with some completely bonkers justification. What purpose do traps serve in your games? How do you implement them? How do you feel about traps as a player? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
What Are Traps For?
Top