Micah Higgins 220's page

Organized Play Member. 1 post (28 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 1 alias.



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Some solid advice above.

I have always found that the best trap is the most obvious trap.... or maybe its not a trap .... eh but it probably is.

"You come to a large stone door, but the door will not budge and there do not appear to be any opening mechanisms. On either side of the door are two holes about 3 feet off the ground. The holes are just large enough you could stick your hand in them. A quick inspection with a light shows that the hole goes in about 2 feet and in the back is a metal handle. Perhaps moving one of them opens the door, and then again perhaps not."

This type of door/trap or possible trap usually leads to some fun role playing. Players try to come up with ways to "test" the holes before putting a hand in, afraid of what may be inside. Try to move the handle with a mage hand. Decide which one to turn, which way to turn, or does it pull or push?

This is a more of a trap to get past or maybe not even a trap at all, it could simply be that two people are required to open the door. Either way its more fun than just the standard roll - detect trap - roll disarmed trap.


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As always with this game, if you don't like the rules and you are the GM, then change it, simple enough. In my games I completely get rid of alignment system as it exists in RAW. You are either Good, Nuetral, or Evil. Paladins and monk characters still have to follow a code of conduct for their faith or beliefs to maintain their class abilities, but I see this as more discipline rather than lawful or chaotic. If they abandon their codes, they lose their class abilities. This allows the Paladin and Monk classes to stick to their own codes, but allow for flexibility as far as group cohesion works.

I know some people will cry and say oh but what about damage reduction and blah blah blah about law and chaos. It's simple, you house rule that crap away to and change the DR to something that makes sense.