Let's talk traps. We all love them, they make dungeons fun and dangerous, but how do you give your players a chance to avoid them without poking every other square with a 10' pole or throwing rocks all over the place? Do you roll perception checks for them before they come across them? Do you just use the save DC when they walk into them? How do you run your players through a trap-filled dungeon without slowing the session to a crawl?
Traps
At its worst, a trap is a collection of numbers that does damage to the party if they don't behave neurotically, and does nothing if they do.
At it's best, a trap is a feature that makes the party think, even for a moment. Think about how to circumvent it, or disable it, or why it's there in the first place.
How I've used traps in my games has fallen into two broad categories: the standard DC-to-find/DC-to-disable traps which are used sparingly, usually mundane and simple, and only where one might expect an actual reasonable person to put such a trap (no stone hallways that miraculously have a 40' pit trap dug in the middle, for example); and then the puzzle traps which have neither a DC to find or disable, the solving of which usually turns into a whole-party roleplaying affair
Never have traps that appear out of nowhere.
Traps should be:
>Located in areas of maximum security
>Specifically located in expectable areas (choke points, altars for sacred idols, etc)
>Have a defined disarm method, and that means if there's a keyhole there's a key in a known location
With that being said they should also
>Have hideous consequences
The challenge should never be about searching every 5' for mild peril. It should be about safely proceeding through an expectable area of danger. Indiana Jones would be boring if he literally poked a stick ahead of him everywhere. He sees some environmental cue, and has to work through an obstacle based on it.
If your're untrained, a circular saw or any kind of powered industrial equipment would qualify as a trap. It also encourages interaction, since mastering the equipment will bring advantages.
Imagine a barbarian having access to a modern hospital/nuclear bunker/space station and all the specialised equipment there. Places are full of traps that aren't traps.
Conaider what the equivalent would be for a wizard or ancient magical civilisation and go from there.
In the games I run, as a GM I can't introduce a trap without a mechanical prompt to do so. When the player describes something like exploring the dungeon I can make them roll. With a success, they get to describe something positive themselves. With a failure, I get to introduce something negative. The dice mechanic is aimed at getting mixed results, where they get to describe something positive and then I insert something negative afterwards.
So for example if they roll a 12 when exploring the dungeon, that's a mixed success (above 10, under 15). Maybe they describe finding some arcane inscriptions from a past age during their turn, but then I get to introduce, say, the activation of a mechanical trap.
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please fuck off
> The trap trap
> Burning torches in iron sconces line the walls of this room, lighting it brilliantly.
> At the room's center lies a beautiful trap with cat ears.
> She looks at you with flirty eyes
> "Riddle me this, naugthy rogues" Speaks in a menacing voice
> "Are traps gay?"
Yes.
Only if balls touch.
>Never have traps that appear out of nowhere.
unless you have a group of asshole Kobolds that either A) follow the group around trying to avenge a fallen comrade, but never outright attacking the party. or B) worship a chaotic evil god and leave traps in random places as both a prayer and a test for those that come across the trap, if the victim survives or circumvents the trap then they are blessed by the god, if not then its another sacrifice for said god.
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This is interesting. What are some examples of positives and negatives?
> ST Will
> nat 1
> the party is transformed into a harem of sexy waifu.
> huge tits feat: -2 attack rolls, +2 CHA
> The door behind you shuts down
> Suddenly all male heroes have their own pair growing bigger and bigger
> If you don't defeat the trap in 2d4 turns, the party will die squashed by their own balls in this tiny room
bump
Good job boys, another successful derailment. We've get those rail barons out of house and home yet!
The greatest trap is the mere threat of a trap: an explosive barrel that could be a mimic, a door that could be a drop into a lava pit instead of a room, a shady deal in an abandoned house that may actually be an ambush.
Traps are not simply a damage roll or two if they don't disarm it, they're there to set the mood of the dungeon by making even the environment hostile.
Aristotle is right, Plato is a gay cocksucker
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aristotelian categories are just fucked up forms with a poor, hamfisted teleology attached
You could also have an idiotic tinkerer who is obsessed with creating the best traps, and advertises them by setting sample traps up in places they think potential clients might see them. They could be branded, with logos and demonstration materials, like an Ikea showroom that's trying to kill you.
"Another fine Gnome Co home protection product, for the adventurer who wants a safe vault and peace of mind."
At most it's 2.19% gay.
Rolled 7, 7 = 14 (2d20)
I roll to achieve erection and to penetrate the trap.
that's average commoner measure, any trap worthy of proper adventurers should be at least twice as much
Good Traps:
>Can be detected and avoided by player action
>Anyone who falls for it will know what they should have done instead
>Consequences are interesting, but not bad enough to make PCs retreat from the area
Bad Traps:
>Detection and disarming based on dice rolls
>Consequences are just damage or death
This guy fucks.
This makes a lot of sense, thanks for the input. I really just need to put more thought into my dungeons. I feel like I do a decent job of creating characters and story hooks, but I have been lacking in the dungeon design department.
BEWARE OF TRAP IVAN
EVERYTHING IS TRAP IVAN
EVERYTHINGIS BOMB
>multiple boobytrapped mine
The trap itself has a trap