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Why traps in D&D usually suck
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<blockquote data-quote="mestewart3" data-source="post: 6747105" data-attributes="member: 6777306"><p>I have a few rules for trap design that I like to use. </p><p></p><p>1) Clues: I always make sure that there are hints that a trap is present in my ordinary checkless description of a location. This doesn't mean I just tell players there is a trap of course. I try to have just as many red herrings and false leads as I do traps. That keeps players on their toes.</p><p></p><p>2) Traps should always have intellectual solutions. Even the rogue has to find the trap mechanism in order to interact with it. Traps are never as simple as rolling a single check.</p><p></p><p>3) Traps should never be an auto kill. This is a preference thing, but I hate Traps that autokill players. I have never seen a player have a good experience with one of those. Poisons, slowly filling chambers, last second ledge grabs, and getting stuck are the makings of a good trap.</p></blockquote><p></p>
[QUOTE="mestewart3, post: 6747105, member: 6777306"] I have a few rules for trap design that I like to use. 1) Clues: I always make sure that there are hints that a trap is present in my ordinary checkless description of a location. This doesn't mean I just tell players there is a trap of course. I try to have just as many red herrings and false leads as I do traps. That keeps players on their toes. 2) Traps should always have intellectual solutions. Even the rogue has to find the trap mechanism in order to interact with it. Traps are never as simple as rolling a single check. 3) Traps should never be an auto kill. This is a preference thing, but I hate Traps that autokill players. I have never seen a player have a good experience with one of those. Poisons, slowly filling chambers, last second ledge grabs, and getting stuck are the makings of a good trap. [/QUOTE]
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Why traps in D&D usually suck
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