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Traps

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File: Raiders-of-the-Lost-Ark-Chamber.jpg (228KB, 755x415px) Image search: [Google]
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228KB, 755x415px
Should the process of finding and bypassing traps be abstracted to a die roll? Or is it better/more fun/less bullshit to have traps that require player skill, or at least player interaction beyond "I got a 17"?
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>>50802087
Realistically, what are you going to do? Construct the trap at the table and force the player to disarm it complete with all the consequences?

The absolute best you can do is paint an extremely descriptive picture of how the spotted trap looks and how the characters believe the mechanism operates and based on how close to disarming it their response is, you might be able to skip the die roll entirely, or if it's rather complex: give them a slight + mod because they approached it cleverly. The die should always be central to unpredictability.

Problem with above is there really are a limited number of traps, and unless your group are locksmiths or EOD or the like, will they really truly enjoy a 5 minute briefing and diagram of the trap every time one is encountered? You'll burn through ideas relatively quick, and even if you don't then meta-knowledge of real world systems will always trump whatever trap you've created thus putting us right back to square one.
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>>50802087
The problem with having spotting/avoiding/disabling the trap left up to die roll is that it just becomes a gradual hp drain, you walk down the corridor, the GM rolls dice and you occasionally take damage then keep walking, there's no interactivity. The only way to make the players' decisions matter is to make finding or avoiding the traps down to character actions, not rolls, the issue here is that this leads to the whole 'we poke every tile with a 10-foot pole as we advance' sort of solutions and you're back to square one. So there are two options, you either make traps part of a larger encounter (fight off the goblins while avoiding the swinging pendulums) or having in-game time-pressure so there's a reason to not slow yourself down by checking everything as you progress.
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>>50802219
The problem with approaching it like that is that there's no risk vs reward aspect.

When you use traps the right way, you don't litter the main path them. You save them for treasure vaults, locked chests, hidden shortcuts, ect. In a way, it's almost obvious there will be traps there, because the potential rewards are too good to be true otherwise... but now the players have to weigh whether looking for those traps and trying to disarm them to get the potential rewards weighs favorably against the chance that they'll activate them.
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>>50802087
Do your players find it fun to deal with traps?

If not, then no, you shouldn't force them to deal with/solve/be ultra-paranoid about running into them. Because that shit can get REALLY tired REALLY quick.
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>>50802287

That pic

>Inspire competence.jpg
Thread posts: 6
Thread images: 2


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