Assertions
2. Someone write something once about hallway traps being good. I need to find that article
Follow-ups
2. Is there some relationship between hidden "Take Damage!" traps and wandering monster chances? It seems unlikely because you have more options with monsters (fight, negotiate, flee) than you do with "hidden" hallway traps? But, it's also a control mechanism, it's a timer that, again, forces resource expenditure, in the form of HP & healing. But it seems different, maybe given the critical nature of HP. Riffing "combat as a fail state", the Fail State seems unfair in this case? Or maybe, the path to the fail state?
3. Whats the point of this? A pushback on dungeon certainty? IE: keep the players guessing and there WAS a hallway trap, that they hit when fleeing, after all! (uncertainty being a KEY exploration attribute) Further, is this for hallway traps or for ALL traps, including chest ones? Some part of this feels more pedantic than other arguments. It might be nice to understand the point but note it's not as important as other aspects?
- Traps should have clues they exist, in most cases.
- At higher levels traps can be more deadly and have few to no clues because characters have access to a fuck ton of divination magic. (and therefore at higher level this plays in to the resource management game. IE: talk to the sage, research in town, cast spells, etc)
- If it should be OBVIOUS then you may not need a clue. Check the fucking treasure chest
- "Hidden" hallway traps generally suck. They slow down the game. They also push back on exploration. "Every 20 minutes take some random damage!
- Traps trigger infrequently. IE: on a 1-2 on a d6.
2. Someone write something once about hallway traps being good. I need to find that article
Follow-ups
2. Is there some relationship between hidden "Take Damage!" traps and wandering monster chances? It seems unlikely because you have more options with monsters (fight, negotiate, flee) than you do with "hidden" hallway traps? But, it's also a control mechanism, it's a timer that, again, forces resource expenditure, in the form of HP & healing. But it seems different, maybe given the critical nature of HP. Riffing "combat as a fail state", the Fail State seems unfair in this case? Or maybe, the path to the fail state?
3. Whats the point of this? A pushback on dungeon certainty? IE: keep the players guessing and there WAS a hallway trap, that they hit when fleeing, after all! (uncertainty being a KEY exploration attribute) Further, is this for hallway traps or for ALL traps, including chest ones? Some part of this feels more pedantic than other arguments. It might be nice to understand the point but note it's not as important as other aspects?