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What Are Traps For?
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<blockquote data-quote="toucanbuzz" data-source="post: 9269150" data-attributes="member: 19270"><p>Way back in the original day, traps:</p><p></p><p>(1) Gave the thief (rogue) a chance to have the spotlight. Only thieves could disable traps, which were often deadly enough that not bringing a thief to the dungeon was a risky proposition. Since rogues stunk (mostly) at combat, you'd see many parties with multiclass dwarf or elven fighter/rogue combinations, leading to the mistaken belief that there were no human rogues at all.</p><p></p><p>(2) Were an alternative to the puzzle of combat. In some modules, a "skill check" would be insufficient. You'd have to play it out, leading to increased blood pressure and parties carrying around things like 10-foot poles, canaries in cages, disposable henchmen, and preparing spells like <em>delay poison</em> for the inevitable Type E kill-you poison.</p></blockquote><p></p>
[QUOTE="toucanbuzz, post: 9269150, member: 19270"] Way back in the original day, traps: (1) Gave the thief (rogue) a chance to have the spotlight. Only thieves could disable traps, which were often deadly enough that not bringing a thief to the dungeon was a risky proposition. Since rogues stunk (mostly) at combat, you'd see many parties with multiclass dwarf or elven fighter/rogue combinations, leading to the mistaken belief that there were no human rogues at all. (2) Were an alternative to the puzzle of combat. In some modules, a "skill check" would be insufficient. You'd have to play it out, leading to increased blood pressure and parties carrying around things like 10-foot poles, canaries in cages, disposable henchmen, and preparing spells like [I]delay poison[/I] for the inevitable Type E kill-you poison. [/QUOTE]
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