| Haladir |
There aren't that many traps. But the ones that do exist are pretty damn deadly.
Agreed. I've added more traps, including magical traps, to my version of the AP. Partly, that was to increase the difficulty overall (I've been running with a 6-PC party of very-experienced players), and partly to make the party rogue shine a little brighter.
But, you can most definitely run the game as written without a rogue-type PC. I'd recommend dropping a wand of detect snares and pits and/or a wand of find traps for the party to use; make the traps magical so that, if found, a targeted dispel magic has a chance to deactivate it. And, such a party really needs to use a 10-foot pole or a precise crossbow shot to remotely trigger traps without being in the area of effect [wich won't help if the effect is to release a cloud of poison gas...]. You might want to include non-canon spells like greater mage hand for this reason too.