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Why do (non-deadly) traps exist in your campaign?
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<blockquote data-quote="Dausuul" data-source="post: 6795580" data-attributes="member: 58197"><p>Think about it from the trapbuilder's point of view. Acerak and Halaster notwithstanding, the typical trapbuilder is not just trying to kill people for the lulz. The trap is a means to an end; protecting something or someone.</p><p></p><ul> <li data-xf-list-type="ul">If the trap is blocking access to something valuable, there must be a way to disable or bypass it. Otherwise, how can <em>you</em> get to the valuable thing to use it? And what looks to the trapbuilder like a necessary off switch looks to the PCs like a puzzle.</li> <li data-xf-list-type="ul">Traps are not cheap or easy to build. Most thieves will die to a single <em>glyph</em>; are you really going to spend thousands of gold to pile on half a dozen, on the off chance that someone comes along who's able to survive one <em>glyph</em>, yet unable to detect and disable them?</li> <li data-xf-list-type="ul">You, the trapbuilder, might trigger the trap by accident. If that happens, it's nice if the trap is not instantly fatal--the ideal trap would include some provision for disabling it after it's been triggered and before it delivers the killing blow. Again, what looks to the trapbuilder like an emergency safety protocol looks to the PCs like a puzzle to solve.</li> </ul></blockquote><p></p>
[QUOTE="Dausuul, post: 6795580, member: 58197"] Think about it from the trapbuilder's point of view. Acerak and Halaster notwithstanding, the typical trapbuilder is not just trying to kill people for the lulz. The trap is a means to an end; protecting something or someone. [LIST] [*]If the trap is blocking access to something valuable, there must be a way to disable or bypass it. Otherwise, how can [I]you[/I] get to the valuable thing to use it? And what looks to the trapbuilder like a necessary off switch looks to the PCs like a puzzle. [*]Traps are not cheap or easy to build. Most thieves will die to a single [I]glyph[/I]; are you really going to spend thousands of gold to pile on half a dozen, on the off chance that someone comes along who's able to survive one [I]glyph[/I], yet unable to detect and disable them? [*]You, the trapbuilder, might trigger the trap by accident. If that happens, it's nice if the trap is not instantly fatal--the ideal trap would include some provision for disabling it after it's been triggered and before it delivers the killing blow. Again, what looks to the trapbuilder like an emergency safety protocol looks to the PCs like a puzzle to solve. [/LIST] [/QUOTE]
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Why do (non-deadly) traps exist in your campaign?
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