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
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="I'm A Banana" data-source="post: 9269119" data-attributes="member: 2067"><p>I mean, from a psychology perspective, traps are for surprise and threat. They are for the reaction you get when the dice break out after the DM says "Okay, everyone roll a DEX save." Uncertainty! Attention! Compelling action and threat! </p><p></p><p>For me, the kind of elaborate traps that take up an entire encounter can be kind of unsatisfying in the way that puzzles often are. Roll a bunch of skill checks or guess what the DM was getting at (better hope they didn't leave something out!), and you know that the DM isn't just going to kill the party with poison gas, not when they have a whole rest of the adventure out there, so it doesn't feel like the risk is there. The idea of them is often cool, and they make a good companion to a combat encounter (where you need to make tactical decisions about using your actions to disarm the trap or stop the skeletons that are attacking you that don't breathe and so aren't affected), but on their own, meh.</p><p></p><p>Traps are often, IMXP, best placed as jumpscares. You can usually kill one character (they're one healing potion away from getting right back up), you can force the party to react to the sudden change. And yeah, the tension of "can we actually complete this dungeon?" ratchets up a notch as now you have one less long-term resource to spend. This encourages a sort of rapid-fire trap that can be encapsulated in one saving throw. And the idea usually isn't to avoid them, but to make the party spend resources if they want to avoid them (a spell slot spent on healing or a spell slot spent on a divination spell to find out which path is trapped or whatever). That adds to uncertainty and tension to the exploration.</p><p></p><p>And though modern monsters are pretty sanitized for an expected combat duration, I'd say that monsters often fill the role of traps, too. A mimic, for instance, shouldn't be a fair fight, it should be "suddenly, Lidda is devoured." The combat is just one way of rolling a bunch of dice to quickly resolve it. </p><p></p><p>And as I've discussed in the Exploration thread, cliffs and weather and rivers and landslides are often "traps," too.</p><p></p><p>"Attrition" kind of makes it sound like the point of the trap is to whittle away resources, but the <strong>point</strong> of the trap is to telegraph danger and uncertainty! You can't just assume that you're safe just because you didn't roll initiative! The dungeon is an active threat that is hurting you just by being in it. It's not safe here. Whittling away resources is one pretty effective way to communicate that danger mechanically, but it's kind of secondary to getting to the psychology of "this old ruin is going to cost us something every time we open a door."</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 9269119, member: 2067"] I mean, from a psychology perspective, traps are for surprise and threat. They are for the reaction you get when the dice break out after the DM says "Okay, everyone roll a DEX save." Uncertainty! Attention! Compelling action and threat! For me, the kind of elaborate traps that take up an entire encounter can be kind of unsatisfying in the way that puzzles often are. Roll a bunch of skill checks or guess what the DM was getting at (better hope they didn't leave something out!), and you know that the DM isn't just going to kill the party with poison gas, not when they have a whole rest of the adventure out there, so it doesn't feel like the risk is there. The idea of them is often cool, and they make a good companion to a combat encounter (where you need to make tactical decisions about using your actions to disarm the trap or stop the skeletons that are attacking you that don't breathe and so aren't affected), but on their own, meh. Traps are often, IMXP, best placed as jumpscares. You can usually kill one character (they're one healing potion away from getting right back up), you can force the party to react to the sudden change. And yeah, the tension of "can we actually complete this dungeon?" ratchets up a notch as now you have one less long-term resource to spend. This encourages a sort of rapid-fire trap that can be encapsulated in one saving throw. And the idea usually isn't to avoid them, but to make the party spend resources if they want to avoid them (a spell slot spent on healing or a spell slot spent on a divination spell to find out which path is trapped or whatever). That adds to uncertainty and tension to the exploration. And though modern monsters are pretty sanitized for an expected combat duration, I'd say that monsters often fill the role of traps, too. A mimic, for instance, shouldn't be a fair fight, it should be "suddenly, Lidda is devoured." The combat is just one way of rolling a bunch of dice to quickly resolve it. And as I've discussed in the Exploration thread, cliffs and weather and rivers and landslides are often "traps," too. "Attrition" kind of makes it sound like the point of the trap is to whittle away resources, but the [B]point[/B] of the trap is to telegraph danger and uncertainty! You can't just assume that you're safe just because you didn't roll initiative! The dungeon is an active threat that is hurting you just by being in it. It's not safe here. Whittling away resources is one pretty effective way to communicate that danger mechanically, but it's kind of secondary to getting to the psychology of "this old ruin is going to cost us something every time we open a door." [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
What Are Traps For?
Top