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Post by Tesla Ranger on Jul 9, 2015 18:53:52 GMT
I love the measure you took for the Rogue that wouldn't check for traps, Tesla. I assume the other players would point to that card time and again to set him on the right path, haha. If he still doesn't check you could just start hitting him with the card too, haha. Actually, once he had the card in front of him he never forgot to check for traps. Ever. Arguably he checked for traps a little too often, but it worked out better for us. =P I guess he just needed a visual reminder. When we started our current campaign he switched to a Ranger (and now he has a card that reminds him he has a bow) and he gave the TRAP card to the new rogue. It's been amusing.
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Samuel Wise
Demigod
Ready to Help...
Posts: 989
Favorite D&D Class: Warlock
Favorite D&D Race: Mousefolk
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Post by Samuel Wise on Jul 9, 2015 19:16:49 GMT
I like idea of telegraphing a lot, and if the player's refuse to actively look into it, or botch their rolls then such is the way of things and the traps go off. Makes me think of the dead body in a room full of fungus. Sure he has a shiny sword, but is it worth it!? Joatmoniac, this reminds me of something else concerning traps. It would be cool to build a dungeon completely based off of it being a 'very old' and 'explored' dungeon. It would be a great idea to build obstacles for players from already used traps. For example, one trap fills a room with acid when the dungeon was built, but the new adventuring group has to find a way past a room that is now completely flooded with acid.
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Post by rorrik on Jul 15, 2015 0:30:18 GMT
I would agree that telegraphing is the main thing. I like to have dead bodies at least near the beginning of the dungeon warning of the traps. I also like the idea of traps becoming useful to the players when they see them and save them for later. It can make the whole dungeon into a large tactical puzzle.
Really deadly traps are the most satisfying, whether they are caught or not. I had a door where the two keys needed to be turned simultaneously or blades would sever the hand that turned the key. One of the keys at the base of the door, along with a corpse missing a hand. The player that turned the keys specifically said he did it simultaneously. He later admitted he had done it for flair and not followed the clues, but either way it was a great moment.
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