Old GM looking for advice running traps


Advice


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PC is a U-Rogue 5 with the Trap Spotter talent. I don't have her full build right here in front of me but I know her Perception is +11. I'm running pre-written material for a megadungeon loaded with mechanical and magic traps.

On the mechanical ones... avg Perception DC is a 15-20. SOP for this player is to scout ahead of the party, clearing the way before the group proceeds. Even when I spontaneously add traps to a fight scene this PC is often close enough to the front line that she senses something unless I'm cheating or I roll really poorly on her secret Perception checks.

In short; most of my mechanical traps are no more interesting than a speed bump.

I've been running games in PF1 for 11 years now and this is honestly the first time traps have gotten THIS boring. No one ever plays Rogues in my games and folks with Trapfinding haven't been this religious about scouting ahead.

Do I just have to crank the DCs on all the traps sky high? Turn all the traps to Magic traps? How do I make the environment more engaging with a PC so focused on finding/disarming traps. Please note: this player is one of 4 that are obsessed with RAW, so just homebrewing a new way of running traps will be a non-starter. Also, I'm not looking to be a killer GM here either.


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Question 1: Is it an issue of the character making the checks all (most of) the time making the traps a non-issue? "The traps don't hurt anyone or consume resources so what's the point?"

Question 2: Is it an issue of time and book keeping slowing down the game? "You spend 20 minutes checking for and disabling traps and I want to get to a fight."

Question 3: Is it a question of the PLAYER wants to check for traps and be challenged but has built a character that negates that challenge? "I have ONE job in this crew! It's Stupid but I'm GOING to do it!"

The problem doesn't seem to be one of you don't know how to build, run, detect, disable, or adjudicate traps according to the rules.

Are you looking for spicier/edgier traps or a way to run them so it doesn't bog down the game?


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I wouldn't crank ALL the DC's up, but you could crank one of them up every once in a while. Maybe have a dungeon full of DC15-20 traps and one trap that is DC25 or something.

Sovereign Court

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Throw in some Haunts? They function similar to traps, but are not actually traps.

Grand Lodge

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Build an obvious trap that conseals the real trap, which springs when you disable the obvious trap.
It could be a 10x10 pitfall in the floor. It has a hidden handle on the wall to disable it tempory, but years of use has made it quite easy to spot. But there is a well hidden pressure plate beneath the handle which release a gigantic hinged stoneplate from the low cealing hitting the PC’s from behind (bludgeoning dam.) and Bull rushing the them into the pit. (Refl. save to avoid)


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We've never had so many traps that needing the rogue to scout ahead like this is all that necessary. IMO traps are way overrated in the game and should be used sparingly. Typically because of point 2 made above.

That being said, since this is a pre-written mega-dungeon, I say use the material as is.


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are they boring to you as the GM or boring to the group? Can you explain how they are boring?

I happen to like traps, but I don't see much of a point of a lone trap that is just a check away from disarming all by its lonesome. There should be more going on if it's a trap that only requires a disable device check, like mass combat, a flooding room, necessity to find a bathroom, etc...

otherwise, if its a lone trap, I much prefer a skill challenge trap, where several checks are needed to overcome, and not all or even the majority of them being disable device. Think of like Goonies traps, especially the bone organ one; perform, profession (musician) or linguistics, athletics, acrobatics, reflex saves, grapple hook checks, etc...

just a dart trap in a corridor is a little lame and is essentially nothing but a speed bump. But I wouldn't axe them altogether, the character has spent resources on being good at finding traps, so let them have their moments to shine.

Finally, again there are modifiers to Perception checks that you could use to add to the difficulty by RAW. If in combat, the distracted modifier is +5, mix up some favorable and unfavorable conditions for a -2/+2 to the DC, and so on.


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@ the Ryser Geyser: it part of point 2, part of point 3. The player has complained that the traps in the source material are stale. She likes when her high Perception and scouting finds enemies (sometimes SO excited she opts to attack foes the whole party could've otherwise avoided). Finding traps and disabling them has gotten a tad rote b/c of how high her Perception is versus the DCs.

Then again it's a little point 2 b/c 2 of the other players were complaining that in the past 2 games (3.5 hours each session) we've only had 3 fights. One of these simply involved the rogue scouting ahead, noticing some obviously poorly-hidden kobolds (the CR 1/4 kind against level 5 PCs) guarding an entry point to their lair - the party could've moved through the area without being detected thanks to some consumable items but the party opted to save 50 GP and murder-train their way through said guards.

The other 2 players' complaints, in part, is that with the rogue constantly scouting ahead they don't get the chance to explore a lot of the megadungeon and get into encounters. Since no one else in the party has her skillset, portions of our game sessions are just me and the rogue player going through some of the mechanics or, recently, me just handwaving some lesser traps to speed things along... which then goes back to point #3 about how if I handwave traps that negates the build she worked hard to make... that in turn necessitates the handwaving.

In short, help.


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I would read The Angry GM's "Why Traps Suck". The whole idea is that they don't involve the whole core concept of a ttrpg; that player decisions matter/he consequences. Either the players search every square (which isn't a real choice, and has negligible consequences, and is incredibly tedious) or they don't search any (which is barely a choice, and the consequences aren't interesting).

The best solution that I found is in the placement of traps. If a trap's location is part of some kind of pattern (there's a pit at the center of every intersection, or all the stone lion statues pour flaming oil onto the ground, or there's an impromptu snare everywhere there's evidence of new tunnels or construction, etc), then the players can spend less time finding traps and be rewarded for diligence and cunning.

And then there's the matter of time. Scouting ahead to search every square is very...thorough. If the dungeon is going to cave in or the prisoners are about to be eaten or the terrible monster that's slowly stalking the party is catching up, they have to make some choices, and those choices are dynamic and engaging, and have real consequences in the game.


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@Gillyuke: its a little boring for me but moreso for the players as I illustrate above. I have done "skill challenge" type traps, but the players said the same thing about them that they said about the one "chase" scene I tried to add: why don't we just use the skills/mechanics of the game as written.

So in the source material there's a lot of points where kobolds, gnolls or a few other factions have set up traps to injure and slow the PCs, but these traps also usually cause some kind of noise or raise an alarm, so the mechanical traps do double duty. Unfortunately the PCs find and disarm the traps so readily that the secondary alarm function is also removed, so that's why the rogue wants to KEEP disabling them - by taking out these hallway traps, the party can get the drop on monsters in the area.

But then, as I said above, part of the complaints I'm hearing is that these traps then slow the actual pacing of having those encounters that the party wants to have. In one area 2 sessions ago I just removed a trap to speed things along. Last session I handwaved things and the rogue player picked up on this and asked after the session why I did that, leading to her comment that the traps are "stale."

So, if I just remove the traps no one will notice until a few sessions goes by and they notice the rogue's efforts are being nerfed. If I just handwave them, the rogue player will be more upset. If I try to add extra layers, like a skill challenge, the players don't understand why I'm deviating from the RAW of Perception - find suggestions of a trap; Disable Device - remove the trap.

That's where I am right now.


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Yeah sounds like you're in a bit of a pickle.

Maybe switch to magic traps then. They're far more complicated to disarm because of the range/method they can detonate, and now you can have reasonably-explainable powered up DC's for both Perc and SloH checks.

As far as the combat-hungry players, I dunno what else you CAN do when you have someone scouting and they avoid everything... /shrug. You should do something to throw them into combat while your rogue is off scouting, maybe you can Pavlov's Bell her into staying with the group if Assassins from the last dude they pissed off keep showing up whenever she splits from the group.


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https://theangrygm.com/traps-suck/


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Just some general ideas or points.

If I recall correctly from other threads, your's is the group that is extremely optimized, and in a dugeon that was designed for lower levels than they've acheived with the xp track you're using. You scale your creatures and encounters. It's more than legit to scale your traps.

Create threats, hazards, or story elements that intorduce time tables. Scouting ahead is a wonderful tactic, and I know you're players are a well oiled machine, but scouting ahead shouldn't always be feasable. But also, if your players are willing to split the group and let the rogue scout, they can't really complain about the time it takes to do the job right.

You made need to bounce back and forth, kind of split screen style. Mayber some of the traps are linked to effects in other parts of the dungeon, this could create situations back with the main party that must be dealt with . . . . . . I realize we're straying into homebrew additions, but you've already had to do that a bit if I recall correctly.

Don't forget to have scales of success or failure with the rogues handling of the trap. Depending on how well the checks go, maybe the trap goes off but misses, maybe it falls apart in a very loud and attention drawing fashion, or maybe they disarm it so well that they leave no trace AND get a valuable component from the trap that could be useful as a tool or McGuffin elsewhere.

As someone mentioned above, layer your encounters/hazards/traps. No solo trap single roll solutions (at least not often.)

When or if you finish the mega-dungeon, (possibly before if story allows), if this group of characters continues, I'd advise introducing enemies that use some of their tactics against them. Good ideas have a tendency to spread, and presumeably your party are not the only clever characters in your world. When confronted with their own tactics, eiter your players will adapt new strategies, or they'll have to slug it out in a more even contest. Either way, might give them and you a new shot of energy into the campaign.


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so your players want to find the traps for the advantage it gives them, but then turn around and complain about finding and disarming the traps...they sound terrible

Dead serious, I'd take a break GMing and tell one of them to run.


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Throw in something that punishes the party for not moving fast, to go with those traps and now they have to choose between slow deliberate searching and disarming of traps and hustling through, consequences be damned.


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Several of you have mentioned a time table in one fashion or another. I honestly thank all of you for the advice so far but this sounds like a good first step.

Yes Sys-miss, this is that SAME group and no Yukonimus Maximus, they're not a bad group to run for. I do see however that I've been letting them set the pace for EVERYTHING in this campaign so far, not just traps, and that's kind of at the heart of a lot of my challenges with this game.

They can take as much downtime as they want between delves to the dungeon - there are few stakes except for the repopulation of factions in said dungeon. There is an overarching plot (sort of) to this megadungeon but it's left so open-ended that there's no baked in time table or consequences. All of these mean that the players are used to taking as much time as they'd like to gather info, scout ahead, study their enemies, and then poof! All of their combats are getting more and more lopsided towards them.

Right off the bat, I can have some of those factions in the dungeon start taking moves that speed their own agendas along. At first these will be the minor factions on level 1, but as time wears on some of the really powerful folks in the dungeon will suddenly motivated to action.

Another thing I can do is bring back the hallowed trope of the wandering monster. Yes, a lot of these traps are meant to alert the monsters in the area of intruders, but they weren't SOLELY set for the PCs. Having some magical beasts or aberrations roaming the halls in search of food and forcing the PCs to take some action while also dealing with a trap is entirely plausible, even if it's not baked into the source material.


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The wandering monster is a great element to add with traps, for the most basic reason of all: if there's an X% chance of a wandering monster every Y minutes...I mean. Searching for traps takes SO LONG. If the rogue takes two hours looking through every nook and cranny for potential traps, then they or the remainder of the party are likely to encounter some kind of beastie. And if they can't finish it quickly and quietly, other dungeon denizens will be altered to the hullabaloo.

But yes, add a ticking clock. Add several. They don't need to always be ticking down, but you need something. D&D is a game of resource management. Time is a resource. If you give them infinite time, you're hacking off a pretty big chunk of the game's challenge.


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search time isn't an issue as he mentioned they have Trap Spotter which lets them make a check automatically if within 10ft.

Mark, you could always pre-roll Perception checks and Disable Device checks (which since they are both supposed to be secret rolls, stays within RAW) and then apply them to the traps ahead of time, allowing you to pre-plan encounters, thus saving time, or knowing which ones to "spice up" as needed.

So if you know that the hall they are going down has 3 traps, before the game have a list of results for the two skills and apply them to those 3 traps. When the Rogue goes off to do roguey things, you already know if they are a success or failure and the consequences or rewards thereof. That doesn't make them any less of a speed bump, but greatly speeds up their play time, turning the successfully found and disarmed traps into simple narration and allowing you to focus the action on those that are missed/sprung and whatever may show up afterwards.


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Hi Mark, I think you raised this as an issue a couple of years ago. The advice then was to add some time pressure.

The other thing is disabling traps is a rogue's thing, just like turning undead is a cleric's, or a barbarian's is huge damage. It wouldn't be fair to punish a player for investing in a skill/ability by raising the DC to compensate.

If a thing has become trivial, then trivialise it to make the game run more quickly. But let the player know that it's their character's ability that has removed the challenge.


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Well if search times aren't an issue, disabling and Stealth checks still eat up the clock. And are boring, in-world. So make them boring at the table. You want to be slow, methodical and precise, like some kind of ancient, well-oiled clock? Okay, cool. Have at it. But clocks do not lead exciting lives. So. There's that.

And while I agree that you can't punish a player for spending resources and being good at X, I would say that allowing X to be trivialize and moving past it is just another form of punishment. Like, if a GM handwaived some combats because my barbarian was so good at murder, and said "hey, you're so good, you don't even need to roll!" I'd...feel short changed, at least.

Really, though. That article is the key to using traps at all. If someone didn't want to implement any of the ideas or discusses, I'd advise they just cut traps out of the game, period. Because they don't fit very well with the ttrpg experience, and the d20 system doesn't have rules in place to make them good, fun or interesting as-is.


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sounds like you have one player (the scout) who is taking too much of the limelight and not letting the other players have their time as well.

If this is the case, then reduce the number of traps and make the combats such that they affect the whole party and not just involve the rogue.


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1. Check the DC to find and remove/disable the traps. To speed the game along, don't even include the ones that the rogue can deal with by taking 10. They can still 'be there' but they are narrative only.

2. Don't let (all) of the traps be just off by themselves in a corridor. Intelligent enemies use their intelligence to plan defenses of their lairs. Include some traps IN the areas where other encounters will take place.
A pit trap in the doorway can be triggered by a guard at the other end of the room or the squad of hobgoblins set up their phalanx just short of the spot where spikes come up through the floor. They don't disable it because it triggers when they step on the pressure plate and then resets so they can walk past it.
It'll be a lot harrier for the rogue to concentrate on finding them if there is murder and mayhem going on.

3. If the traps are maintained by an opposing force and they notice that they are getting circumvented on a regular basis and that their defenses keep getting raided, have them set up a few traps for the rogue just so they can set up an ambush.
That way the simple snare line and crossbow isn't the trap, it's the bait. The ogres with nets and clubs are the trap.


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If you're running something pre-written with no modification, then well that's kind of it. Any kind of module is going to have some content that players are built to trivialize, so if you don't want to change the traps, then just make peace with them being ineffective. You can say they're present and just remark that the unrogue deals with them trivially if that's the route you want to go. Sometimes I do travel sequences where I give a little description that tells the players they have some minor encounters that aren't dangerous enough to merit playing so that I can get to the actual challenges.

If it's specifically an issue with trap spotter, you could talk to the player about dropping the feat because it's not appropriate for the game.

Nothing wrong with scaling the DCs for that matter, though I'd communicate it to your players so that they know you're going to be expecting them to be more careful.

Disable device doesn't have to be a one-step trap solution. In fact if it's being used a lot, you really should expand on those situations so that they don't get boring. A more complex trap could require something specific to disable it or a particular series of actions. How do you just disable an Indiana Jones type trap where the mechanism is inaccessible and the trap activates from breaking a beam of light? Have a mechanism in mind and make them figure out how to approach it.

Or disabling a particular trap might necessarily cause some other issue. As long as they feel like their perception and disable device are getting them somewhere, you're allowed to put in a hard barrier. You can switch to using hole-in-the-ground type simple traps as something more like set dressing than actual challenges, but then have traps with complex switches like say a trap in a wizard's tower that needs an arcana roll to suss out some aspect of the design and disable completely and you'll let them try UMD but either way now you've got them onto less specialized skills that either involve more members of the group or force them to use skills they're less specialized in. Or a minor illusion conceals some crucial part of the mechanical trigger so that at the very least they need to make a will save.

You could have some cunningly set up sequence where the rogue's skills let them deduce that disabling one trap will set something else off and now they have to figure out what that thing is before they do it. There could be a trap with a manual trigger activated by someone watching from pick-a-safe-viewing-place, or a wandering monster that's figured out he can catch things to eat if he steps on a particular stone while the PC is standing in a particular spot. So the rogue sees the trap and maybe even starts disabling it and a successful roll just tells them someone could be pulling the trigger on it *right now*, giving them a chance to get out of the way, but leaving the problem intact


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Mark Hoover 330 wrote:
@ the Ryser Geyser: it part of point 2, part of point 3. The player has complained that the traps in the source material are stale. She likes when her high Perception and scouting finds enemies (sometimes SO excited she opts to attack foes the whole party could've otherwise avoided). Finding traps and disabling them has gotten a tad rote b/c of how high her Perception is versus the DCs.

You can simply speed through the traps. They're there, they're not interesting, but they're not slow enough to be boring.

"Taking 10, you spot another trap, this one designed to trigger an explosion. Taking 10, you disarm it."
This means (a) the rogue still knows they're being useful - this really doesn't negate the build, and (b) you have more time to do interesting stuff like interact with enemies.

I find traps are at their most interesting if you know they're there but can't disarm them because of all the other stuff that's happening, so you have to work around them. However, this shouldn't be overused.

Mark Hoover 330 wrote:
The other 2 players' complaints, in part, is that with the rogue constantly scouting ahead they don't get the chance to explore a lot of the megadungeon and get into encounters.

This seems like a different issue.

If the dungeon is any good, scouting ahead isn't going to solve everything. For example, you scout ahead and find a door. If you open it, the enemies on the other side will see you open it, and then you're going to wish the entire group was there instead of just the scout.

And some creatures have life-sense, tremor-sense and similar abilities. These are going to be very hard to surprise. In which case, the rogue might find herself isolated and under attack. Again, you're going to wish you hadn't split the group.


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Yeah, fixing the trap issue is a mix just breezing through the rogue doing their routine to disable traps that don't have anything else happening around them and not giving the party time (whether they're chasing after someone, or in the middle of combat) to disable them. Sure they know the traps are there, but they can't do anything about them.

With regard to the scouting, the easy answer is to not let scouting be so effective.

Closed doors, monsters with senses that can't be hidden from via stealth, etc can all present a wall that the scout can't get past without alerting enemies. And if the scout encounters those enemies alone, they'll wish they hadn't. The first time it happens, you might give the scout "weak" enemies so that their solo fight is survived. But hopefully they get the idea that scouting out alone like that is dangerous.

Remember, this is a megadungeon. There doesn't need to be safe routes around dangerous areas, and I would argue there shouldn't be.


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I had a scouting ranger at my last campaign. The player enjoyed the thrill, but I tried to keep my descriptions short so the other players get to act sooner.

Maybe it's possible to make the scouting mission interesting enough so the other players are content with watching and listening, for a while. Both mystery (weird room interior or creatures etc.) and close calls (guards on patrol etc.) add to excitement, so maybe it's already exciting enough to just watch. Depends on the player, naturally.

Personally I think a Perception DC of 16 to 20 (or even 15 and below!) is a tad low for 5th-level adventurers. I used DC 20 in a 1st-level kobold cave lately, and it seemed like a reasonable challenge. At level 5, I'd go for 25 (basically compensating the additional skill ranks), even at the expense of damage output or Disable Device DC. Speaking of trade-offs: I guess traps can become a bit more interesting if each one gets special strengths (high Perception DC, Disable Device DC, Reflex DC / attack bonus or damage output) while being quite weak at another aspect. This way the CR stays the same while it becomes a tad more challenging and interesting.


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In a living mega-dungeon, if the scout goes too far ahead, the rest of the party might get attacked by wandering monsters.


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Traps don't work on their own. You stop briefly, roll a few dice, move on. Nothing interesting.

They need to be put in as part of a larger encounter. Disarming a trap in the face of an arrow storm is much more interesting and has actual consequences, especially if you need to disarm it to get at the archers. Pursuing an enemy down a corridor is more difficult if it's trapped in ways that he knows how to avoid. Swarming a solo BBEG suddenly gets harder if the floor opens up under the charging barbarian and 500lbs of rocks land on the wizard.


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Mark Hoover 330 wrote:

PC is a U-Rogue 5 with the Trap Spotter talent. I don't have her full build right here in front of me but I know her Perception is +11. I'm running pre-written material for a megadungeon loaded with mechanical and magic traps.

On the mechanical ones... avg Perception DC is a 15-20. SOP for this player is to scout ahead of the party, clearing the way before the group proceeds. Even when I spontaneously add traps to a fight scene this PC is often close enough to the front line that she senses something unless I'm cheating or I roll really poorly on her secret Perception checks.

In short; most of my mechanical traps are no more interesting than a speed bump.

I've been running games in PF1 for 11 years now and this is honestly the first time traps have gotten THIS boring. No one ever plays Rogues in my games and folks with Trapfinding haven't been this religious about scouting ahead.

Do I just have to crank the DCs on all the traps sky high? Turn all the traps to Magic traps? How do I make the environment more engaging with a PC so focused on finding/disarming traps. Please note: this player is one of 4 that are obsessed with RAW, so just homebrewing a new way of running traps will be a non-starter. Also, I'm not looking to be a killer GM here either.

Personally, I say let the player and their party benefit from their focus on dealing with traps. They chose to be good at that over something else.

Countering players' investment in what they want to excel at by raising the difficulty makes them feel like their choices don't matter and they're at the mercy of your whims. I don't think that's a good way to keep the game fun for all involved.

The trap expert will fail to detect or disarm a trap occasionally, and it will be all the more shocking to the party when it happens.


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When someone is that good at bypassing something, I usually play it for laughs. The character comes back to the party weighed down by disarmed traps, dumps an arm load of bear traps and poisoned darts off at the party's feet and goes back for more. They get to show off a bit, their ability is rewarded, and it doesn't take too much time.

The only way I've found to make traps interesting is for them to have some purpose other than deter or damage. Using things like poorly maintained elevators that work a bit but should be disabled if you don't plan to use them, or fire suppression systems that are a bit aggressive but necessary if the fire elementals escape, that sort of thing.

If you do ramp up the DC's do something like a trapped room with increasingly easier threats. Do the classic, doors slam shut, gas starts pouring in, burning creatures on the floor will ignite the gas if it fills to their level. The door trap is hard to see and disable, the gas is easy to see and disable but needs to be done quickly, and the monsters can be disabled by the party.


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As others have said, traps need to be used to do something. A good ol' crossbow or arrow trap is fine once in a while to remind players to keep their wits about them, but even on a success, it's just damage and, with no pressure, they can just heal that and take all the time they need.

Better are traps that do something and then attract or call attention or creatures that otherwise could have been avoided or otherwise would have been easier without setting off the trap; a cage and a bell that summons guards, a wall that slides open and releases a rust monster, etc. Naturally, your trap spotter rogue will find these as well (barring a high enough DC that them Taking 10 won't spot it as they walk normally).

This means, you need to make/use traps that enhance combats or situations. For instance, traps that are set off manually, such as with a lever watched by a guard on the far side of the room (possibly in addition to a pressure plate or something). This could also be a Rogue with the Cunning Trigger talent, thus letting them trigger any traps the PCs might avoid tripping, but which would still catch them in an AoE. Thus, even if a player spots a tripwire or pressure plate and leaps or steps around it, the guard can use a held or ready action to trigger it and still strike the area (assuming the trap area includes an area the PC is still traversing, ie. a 3-foot plate that they step around, but would have dropped a 5 or 10 foot square block).

This also applies if they enter a room and a watching guard activates a lever that causes the walls to start closing in before the spotter gets close enough to the other trigger or a visible portion of the trap (presumably one of the walls). In fact, if the watcher is unseen, he might let the spotter find the trap just to make it seem like something was wrong, activating it just as he mentions finding it.
Rogue: "The floor has scrape marks on it. I think....this wall might move."
Watcher activates trap. Click!
Wall starts moving!
Other PCs: "What'd you do!?"
Rogue: "Nothing!" (to GM) "You're cheating, my ability says I get to spot them before I set them off!"

Also, remember that if in combat or suitably distracted by a threat or tense situation, they cannot Take 10. So having combats with trapped or hazardous areas (which the defenders know to avoid, or even push, trick, or bullrush PCs into) can be useful. Also, remember that the DC is +5 if the spotter is Distracted. This is not the case when just walking along, but it should clearly be the case if there are hostile creatures very near (even if they haven't necessarily spotted the PC) or there is combat going on. As such, you can fairly add +5 at least to any trap DCs (and they can't Take 10). They can still pass or fail, this isn't making traps ungodly or impossible, they can still roll high, they just aren't Taking 10 and making it a non-issue.


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In today's session I emphasized the growth of the undead threat in the megadungeon, in order to apply pressure. It wasn't EXACTLY a timer, but it reminded the players that they need to move with a purpose to make it to the shrine of an evil demigod within level 2.

Along the way, I had an advanced Ettercap set up some fairly brutal needle traps triggered when the webs of it's pet ogre spider were removed from a hallway. Since the webs prevented the rogue from getting too close, the party stood out in the open and the Wizard cast the Ignite cantrip on some oily rags Mage Handed to the edge of the webbing.

The trap went off, spraying the party with AoE of needles. After doing a minor amount of damage however, the noise of all the activity alerted a stirge swarm. In the original megadungeon there's supposed to be an Ettercap trap (javelin shooter, CR 1) and 2 stirges in a nearby chamber. I've modified things for my PCs.

There was no reaction from my players, either way, whether they enjoyed the trap-plus-combat or not. For me it was fun to run though. I had to run it all virtually; it's tough over the internet to invoke three dimensions. Still, I'm going to keep looking for other ways to reinforce that hastening time clock of a looming undead apocalypse while also working traps into combat somehow. Thanks!


For what it's worth, I'd love to be able to play a game you were running. I'm an almost total luddite, so play over skype or what not is beyond me, but your descriptions all sound super fun. I love my group, but none of us is a true GM at heart. Props to you, and those like you, who have the gift.

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