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Zorajit Zorajit |
![Drow Pain Taster](http://cdn.paizo.com/image/avatar/Paiso_MaleDrowPainTaster_HR.jpg)
Chill energies gather around you, coalescing in your mind and grasping for control of your body! Make a will save. *Clatter* 28. ...The haunt dissipates and you make your way onward.
This has been bugging me for a while, but maybe I'm just missing something. Cases like those one above, where the party encounters a trap or haunt, which goes off, and the party doesn't even flinch. How do you handle cases like this, do you reward XP (especially in cases of traps that don't re-arm themselves?) What about a haunt that could provide meaningful plot details to the party if they had been hit with it? Thanks in advance for any advice.
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Liegence |
If you really want to exploit traps to the party's detriment, use them before or during encounters. Make sure, if you really want them to feel the effects, that you're including multiple traps, haunts and encounters between rests. And if you're particularly cruel, drop a nasty trap on them immediately AFTER a harrowing combat before they have a chance to recouperate.
There's nothing wrong with a trap/haunt going off with no effect if the party respects the possible consequences.
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joecoolives |
![Goblin](http://cdn.paizo.com/image/avatar/Snig.jpg)
what you can do is just to let the whole haunt happen with no ill effects. Like if there was a paladin in the party. like a scene unfolding for the character. I was bothered by the fact that a haunt can't effect a paladin but J. Jacobs said don't punnish the paladin for having a benefit. just unfold the scene for them like they are having a vision.
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Zorajit Zorajit |
![Drow Pain Taster](http://cdn.paizo.com/image/avatar/Paiso_MaleDrowPainTaster_HR.jpg)
Thank you for the advice, but if I might ask for a little more. I get that I can do things like have the players see plot elements even if these don't necessarily come to pass. But, I'm also concerned about making a haunt like the one I mentioned be a worthwhile encounter. A fair number of haunts and traps go off once and then are done for the day or longer. But this to me isn't a very interesting thing for the party to encounter. On the one hand, no, I shouldn't use many "gotcha" traps like this, sure, but when this comes up, how can I make this a decent event?
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Asterial |
![Thief](http://cdn.paizo.com/image/avatar/thiefpic.jpg)
if a party survives a trap/haunt at all, weather they avoid it completely or take the "swinging axes of flaming doom" to the face and survive, they get experience. dont worry too much about the traps and haunts having no physical or in game effects on the player. Give them a good description of whats going and it effect them mentally and really thats what matters.
Some of the best dungeons ive ever been through i walked out completey unscathed but utterly terrified of the dangers that I "narrowly avoided".