this post was submitted on 03 Jul 2023
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[–] [email protected] 8 points 2 years ago (11 children)

The thing about traps feels like very naive advice. They suggest just "add more traps" to make it feel more old school, but they don't discuss what makes a good trap. They mention that traps should do different amounts and types of damage, but that's far from the most important consideration. If you just peppered a bunch of pit traps and swinging blade traps all over the place it wouldn't necessarily make for a fun dungeon. Trap-heavy can be good, but you need to be thoughtful about making each trap an interesting puzzle to solve rather than just a bunch of "Oops, you forgot to say you were looking for traps. Take 2d6 damage!"

[–] SkyerixBOI 3 points 2 years ago (1 children)

Yeah I feel you there. Unfortunately my last group never let go of the few times I used traps (mind you, in obvious tapped areas like dungeons or bandit hideouts etc) and started asking to look for traps multiple times for an area.

I do tell them that no traps are in the area as far as they can tell and that their experience as an adventurer that this area feels safe, but they insist :P.

As is the fun of DM'ing!

[–] [email protected] 1 points 2 years ago

That does sound frustrating, but unfortunately there's not really a good solution. Like in theory you could tell the group that you just aren't going to use traps anymore, which might get them to stop searching for traps so compulsively, but then you can't ever use traps again. Or I guess you could at least tell them that searching once is enough to get a sense of where the traps are in a large area, so they don't have to announce they are searching quite as often.

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