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Why do (non-deadly) traps exist in your campaign?
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<blockquote data-quote="ZzarkLinux" data-source="post: 6795148" data-attributes="member: 77932"><p>Non-Lethal traps IMO exist to:</p><p>(1) Set the tone for an area</p><p>(2) Hinder the PCS progress in a non-lethal way.</p><p></p><p>For a tone setter:</p><p>"You hit a tripwire. Bolts fly across the room, and you take 5 damage. The last bolt digs into a wall, and seems to disturb a spider nest. Dozens of baby spiders fall onto the floor in that area. Better not get too close."</p><p></p><p>For hindering PCs, I have no problem with status effects:</p><p>You step on a pressure plate. Some bricks drop from the ceiling and you take 5 damage. A mumified head also drops in the rubble. Make a charisma save (fail). The head reminds you of a friend you recently saw. It's not your friend though, but you still don't want him to end up like that. You are shook up, and a little reckless. Until the end of the day, the next monster you see, you cannot retreat from it or move away from it until it is defeated.</p><p></p><p>Non-Lethal traps definitely have a purpose.</p></blockquote><p></p>
[QUOTE="ZzarkLinux, post: 6795148, member: 77932"] Non-Lethal traps IMO exist to: (1) Set the tone for an area (2) Hinder the PCS progress in a non-lethal way. For a tone setter: "You hit a tripwire. Bolts fly across the room, and you take 5 damage. The last bolt digs into a wall, and seems to disturb a spider nest. Dozens of baby spiders fall onto the floor in that area. Better not get too close." For hindering PCs, I have no problem with status effects: You step on a pressure plate. Some bricks drop from the ceiling and you take 5 damage. A mumified head also drops in the rubble. Make a charisma save (fail). The head reminds you of a friend you recently saw. It's not your friend though, but you still don't want him to end up like that. You are shook up, and a little reckless. Until the end of the day, the next monster you see, you cannot retreat from it or move away from it until it is defeated. Non-Lethal traps definitely have a purpose. [/QUOTE]
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Why do (non-deadly) traps exist in your campaign?
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