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What do you do to make traps more interesting?
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<blockquote data-quote="Gregor" data-source="post: 3437817" data-attributes="member: 11751"><p>I hear what you're saying about traps being something that only one character (i.e. Rogue) can deal with. However, one way that I like to get around this is to design traps that have multiple components. Some of these components are tied to other skills so other PCs need to help the rogue understand and therefore bypass or disarm the trap.</p><p></p><p>For example, while investigating an unholy tabernacle on the altar of an evil temple, the rogue discovers a complex lock system underneath a series of pictograms / icons that he/she believes is trapped. However, the rogue in question doesnt have any ranks in knowledge: religion, so he/she needs the party cleric to come over and make a knowledge check on the markings. The cleric seems to understand the imagery in the pictograms and remembers that this particular evil faith is fond of protecting their treasures with spells that place enchantments on those of any other faith. The cleric also learns that the evil faith enjoys using arcane spells to achieve this goal, as a way to trick enemy clerics. Therefore, the party wizard needs to come take a look in order to see if, through spellcraft or knowledge arcana, he can lend some information. Lets say he can, then the wizard can cast an appropriate defensive spell on the rogue that counteracts the spell in the trap. THe rogue, then gets a bonus to his/her disable device roll (given by the DM) based on him asking the party for help. </p><p></p><p>This approach to traps helps to make everyone feel effective in a trap situation, even though only the rogue gets to find it and disable it. Plus, while it may reduce the effectiveness of the traps (by virtue of giving bonuses to the disable attempt) it also has the potential to use party resources (e.g. spells, time), which is a good thing.</p><p></p><p>Just a thought.</p></blockquote><p></p>
[QUOTE="Gregor, post: 3437817, member: 11751"] I hear what you're saying about traps being something that only one character (i.e. Rogue) can deal with. However, one way that I like to get around this is to design traps that have multiple components. Some of these components are tied to other skills so other PCs need to help the rogue understand and therefore bypass or disarm the trap. For example, while investigating an unholy tabernacle on the altar of an evil temple, the rogue discovers a complex lock system underneath a series of pictograms / icons that he/she believes is trapped. However, the rogue in question doesnt have any ranks in knowledge: religion, so he/she needs the party cleric to come over and make a knowledge check on the markings. The cleric seems to understand the imagery in the pictograms and remembers that this particular evil faith is fond of protecting their treasures with spells that place enchantments on those of any other faith. The cleric also learns that the evil faith enjoys using arcane spells to achieve this goal, as a way to trick enemy clerics. Therefore, the party wizard needs to come take a look in order to see if, through spellcraft or knowledge arcana, he can lend some information. Lets say he can, then the wizard can cast an appropriate defensive spell on the rogue that counteracts the spell in the trap. THe rogue, then gets a bonus to his/her disable device roll (given by the DM) based on him asking the party for help. This approach to traps helps to make everyone feel effective in a trap situation, even though only the rogue gets to find it and disable it. Plus, while it may reduce the effectiveness of the traps (by virtue of giving bonuses to the disable attempt) it also has the potential to use party resources (e.g. spells, time), which is a good thing. Just a thought. [/QUOTE]
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