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Friday Favourite: Traps – Challenge the Players and the Characters

On Friday we comb through our extensive archives to find an older article that we feel deserves another look. From September 27, 2011, Dungeon’s Master once again presents: Traps – Challenge the Players and the Characters.

Sometimes it’s difficult to separate what the player knows from what the character knows. The reverse can also be true, in a manner of speaking. There are going to be times when the character would have certain knowledge or information that the player would never ever know themselves. This is just part of how the game works. You have to accept it if you’re going to play RPGs.

When it comes to combat there’s rarely any concern between the separation of player and character knowledge. Combat has clearly defined mechanics that involve a lot of dice. It doesn’t matter that I’m not proficient with a great sword, if my PC has the appropriate proficiency then the mechanics account for that and I keep on rolling my dice.

Where this becomes more troublesome is outside of combat. During the non-combat parts of role-playing games players have to be more mindful of separating what they can do from what their character can do. This situation can be troublesome when playing characters with exceptionally high ability scores or playing characters with exceptionally low ability scores.

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Tips For Making Encounters More Interesting

How many times has your party faced an encounter that was basically the heroes on one side, the monsters on the other side, and then the two forces bashing each other’s brains in until one side (usually team heroes) ends up destroying all of the opponents? I’d hazard a guess that most players see this kind of encounter most of the time. There’s nothing wrong with it, but if you play a lot of D&D this kind of setup gets really boring really fast.

Encounter design is one of those things that only gets better with practice. To help you get better at encounter design we’ve listed a few tips that we think all DMs will find useful. There are plenty of ways to make a regular encounter more interesting and more exciting. Little things that the DM can add or actions the DM can have the monsters take beyond just rushing the PC and try to kill them. Most of these tips will likely seem like common sense, but seeing them listed should remind DMs that using any or all of these tips can easily put an end to boring encounters once and for all.

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DM Resources Editorial

Traps: Challenge the Players and the Characters

Sometimes it’s difficult to separate what the player knows from what the character knows. The reverse can also be true, in a manner of speaking. There are going to be times when the character would have certain knowledge or information that the player would never ever know themselves. This is just part of how the game works. You have to accept it if you’re going to play RPGs.

When it comes to combat there’s rarely any concern between the separation of player and character knowledge. Combat has clearly defined mechanics that involve a lot of dice. It doesn’t matter that I’m not proficient with a great sword, if my PC has the appropriate proficiency then the mechanics account for that and I keep on rolling my dice.

Where this becomes more troublesome is outside of combat. During the non-combat parts of role-playing games players have to be more mindful of separating what they can do from what their character can do. This situation can be troublesome when playing characters with exceptionally high ability scores or playing characters with exceptionally low ability scores.

During the past couple of weeks I’ve come face to face with this conundrum. I’ve been working on some articles about traps and puzzles for Dungeon’s Master with Dungeonmaster Johnny, one of our new contributors. He’s come up with some fantastic ideas. However many of his puzzles challenge the players and not the characters. I personally enjoy a good brain teaser, but I don’t want to spend an hour of real-time while the real-life me tries to figure out how to escape from a trapped room. I’d prefer to have a way to solve a puzzle that involves at least some mechanics that relate to my PC’s numbers.

This is not to say that there’s anything wrong with challenging the players. It all depends on what kind of game you enjoy. Both approaches have merit and both have drawbacks, as we’ll discus below.

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How To Use Traps To Make Combat More Intense

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Paladin – What was that?

Rogue – Sounds like you stepped on a pressure plate.

Paladin – I thought you were keeping an eye out for traps?

Rogue – So I missed one.

Paladin – Is that supposed to make me feel more comfortable about the situation?

Rogue – Honestly, how did you get this far in life? Hold still, let me look… I said hold still, stop with the squirming.

<clank … clank … clank>

Paladin / Rogue – What was that?

Cleric – I have a bad feeling about this.

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DM Resources

Traps & Hazards: The Sword in the Stone

What do you do when you discover an ancient red dragon living in your neighbourhood? You get adventurers to kill it, of course. But what happens if the adventurers don’t kill the dragon? It will be angry that you tried to kill it and it will likely destroy your village. If only there was a way to keep sending adventurers against the dragon while avoiding the dragon’s wrath after each failed attempt. The inhabitants of Burrow’s Scar have come up with just such a plan. Unfortunately for your PCs, they are likely to be the next heroes tricked into face the dragon.

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DM Resources

Traps & Hazards: The Open Portal

During the coming weeks we’ll be looking at traps and hazards in 4e D&D. I’m not going to waste time taking about pit traps or exploding doors, there’s plenty of that stuff in the DMG. What I’m going to focus on are traps and hazards that are much more elaborate and interesting.

These are things that make up a significant part of an encounter that is not the monsters. It’s usually going to take the form of a skill challenge or at the very least some skill checks. My intention is to provide examples of traps and hazards I’ve used in my campaign, describe how and why they were created, and give suggestions for using them in your campaign.