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Trap thread
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You are currently reading a thread in /tg/ - Traditional Games

Thread replies: 161
Thread images: 30
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A bunch of the trap pictures in the archives aren't showing up.
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My favorite
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>>44517705
That's a weird curse.
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>>44516715
>full gauntlets only reduces the damage by half

That's some fucking bullshit.
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>>44517839
Even steel gauntlets often had leather palms.
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>>44516715

This trap would not be as effective as the author seems to think it would be...any type of "thin rope" layered on top of the barbs is going to decrease they're effectiveness significantly...that's not even taking into account gloves or gauntlets.
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>>44517925
A LOT of traps would not be as effective as their authors seem to think they would be. I find things like >>44516687 offensively stupid.
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>>44516701
That's just an overly complicated pit trap.
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>>44516701
should be an easy retrieval

a slow one maybe but not a hard one
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Magically dark room with extremely large quantities of flour.
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>>44516677
>cross guard on the dagger
why tho
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>>44519229
I like where you're going, but it does kinda need to be airborne to get there.
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>>44519253
Animated tiny skeletons tossing the flour/sawdust mixture into the air.

Gives a disturbing skittering noise to the darkness sure to get the pc's to light up.

This trap is also easily bypassed by Light spells or darkvision, which means lucky/insightful PC's can use it as a flammable choke point later on, which is my personal favorite kind of trap.
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I've sent my groups against these traps many times and they have died every time. Be careful.
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>>44519268
i like the trap but what a shitty attitude to encourage
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>>44519268
Damn. That's one evil trap, bro.
It's both physically and mentally damaging.
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>>44519268
dies of thirst, not starves.
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>>44519268
well at least the ladder is real so he can jump and grab the ladder if he identifies the paper floor. Assuming the ladder isn't to far away.
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>>44519467
most likely yes
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>>44519311
And what attitude would that be?
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What's the point of these? The DM describes everything to the players. If you wanted to dunk on them, you could have just as easily said "You didn't see the black pudding you just stepped in, take 500 acid damage" as "You didn't see the paper floor, take 500 falling damage."

Who cares? You're not actually outwitting anyone. It's not even your idea! It's like being a retarded 7-year old kid and being really proud that you set up the Mouse Trap.
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>>44519490
an attitude of trying to kill your players with your traps instead of just creating traps that will probably kill them

its adversarial dming
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>>44516701
I mean, you just get death even more surely with the pit being full of spikes.
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>>44519517
thats far less surely really

especially if the spikes are far enough apart you might be able to twist between them.
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>>44519511
The entire point of traps is for players to escape them and outwit me.

I want them to win, but I'm not going to let them win by being careless.
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>>44516715
Why isn't it just a fragile rope that will break when grabbed, so he falls into the consentacle pit ?

>>44519306
>Advanced treadmill
>prerequites :
>scary thing in a room
>your players will run away from the threat.
That's not how my players work, sadly.
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>>44519250
It's so the spring can actually push the dagger. ever seen how a spring push a pen.
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>>44517705
How is that a curse? He's 58 years old man when he dons the thing and it turns him into 16 years old girl. The transformation just added several decades to her lifespan.
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>>44519531
And how will they be "careful"? Poke every tile in front of them with the eleven-foot pole? Make a <DETECT TRAP SKILL> check every few feet? Surprise! You decide that, too! You're basically just asking the players to throw shit at your wall until you like the shape of one particular turd that sticks.
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>>44519511
Roll spot check.
Of course a DM could keep things like the stats of spot checks of characters and roll them himself without telling the players what he is rolling for.

And not tell the players information their characters wouldn't know... including that the DM sometimes rolls dice for no reason other than to throw players off and that the result of such rolls have no meaning what so ever.

The DM could also roll the dice in advance. Although that requires the players to trust the DM when he says he made the roll and isn't just screwing them over if they failed.
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>>44519566
Have you ever had your hormones messed up and undergone a forced personality change while your physical appearance and basic body structure also has shifted so you lose your identity as well? Not really worth it if you have more to live for than the next episode of a anime you like.
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How come wandering monsters never trigger the traps?
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>>44519574
Your argument could work on basically every single aspect of challenge in a roleplaying game. The GM decide all the other aspects of the world too.
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>>44516715
>the barbs stick up at 90 degree angles
...so they're flush with the cable? Seems like a nice way to make the rope stronger to help out nice adventurers. Unless of course they meant 45°, but why would someone be so silly as to do that?
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>>44519589
Why are they blue?

>>44519601
Because the Monsters are employees of the dungeon's master, and have the trap locations memorized.
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>>44519566
Well, it'd probably spoil his relationship with his wife that he made his daughter with?

No-one would recognise him, so he loses all his knighthood and nobility?

His mind is being altered into that of maidenhood, and he feels the loss of self a slower form of death?

He's getting all sorts of body horror due to having tits and a cunt instead of a dick and can't get used to the way everything feels more sensitive, how the smile of a man seems to hint at sensuous desire and sends a shiver through his loins, how his body seems to react as if in heat from the slightest innocent touch upon his now frail arms, at how his womanly form feels like it can be bent to another's will against his wishes and the form of it makes it so that to him many would try to do that?

Roving rape demons roam these lands raping all the females and turning them into succubi, and he doesn't want to be demon raped?

Could be lots of reasons.
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>>44519629
Da ba de da ba die.
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>>44519574
I agree that traps just slow down the game if not used right, except the first one of course.

Maybe if there is a sense of urgency they can still be used as the players will have to balance being cautious and running out of time. E.g they know the evil wizard is going to become a lich in a X time and things will be a lot easier if they interrupt the ritual.

Or they might have to free some prisoners before the kobolds that captured them get hungry (they didn't kill the prisoners right away so that way they stay fresh).
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>>44519606
Except a trap doesn't do anything except deal damage, so either you succeed and don't take damage (boring) or you fail and take damage (boring and annoying). It's just a GM mashing on the Hurt Player button but feeling smug because, "All they had to do was outthink my CUNNING TRAP (that I copied out of a book)." All these traps don't serve as a meaningful part of the game unless it's a very specific genre, the resource-grinding dungeon crawl.
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>>44516677
>trap thread
obligatory

source is fetlife, switzerland profile of a chick
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>>44519629
They look grey to me. Have no idea why.
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>>44519650
Real-World traps do more than just generic damage. The same can be said of traps in RPGs.
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>>44519599
What can he look up for at 58?

He's looking forward to about 20 to 40 years of literally losing his bones, immune system and muscle while being more and more sick every year and eventually developing dementia and losing his mind too.
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>>44519574
in general yes with caution and lucky dice rolls

although outside of kobold lairs i dont use many traps any anybody that attacks a kobold lair in one of my games has to be well prepared anyway i run them in an incredibly deadly way (not a stat change or anything but there always very well prepared and tactically skilled)

i also run beholders in a deadly way to.
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>>44519629
>Because the Monsters are employees of the dungeon's master, and have the trap locations memorized.

Even the stupid ettin?
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>>44517705
>Is that stand-alone or is there more?
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>>44519668
Like, so what? You stepped on a punji stick, so you get damage and you're slowed. Okay?? It's equally as boring and annoying.

You understand what I'm saying here, right? Traps in general aren't interesting because they don't serve to provide an interesting scene, the failure state is almost always just to drain some player resources instead of changing something meaningful, and, especially for super-geniuses like >>44519675 they get thrown about pretty much at random and are basically bypassed by throwing some dice. (Wow! Smart kobolds. Nobody has ever thought of smart kobolds. http://www.zincland.com/7drl/kobold/)
Unfortunately, I didn't go to D&D night to play craps, so I think that traps are generally shitty. Fortunately, he's not my GM, so I can just drop a big hot heap of opinion on him and call it a day.
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>>44519721
Oh, and as a final finishing touch, for the GM to be copying them out of a book means that they aren't even exercising their imagination enough to think of their own murder Rube Goldberg machine, stripping the last bit of anything interesting out of the whole exercise.
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>>44519756
is this a copy pasta? I swear to God that I've read this before
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>>44519548
So you can reuse it I guess. Oh on thing you can do to reuse it is have it be a good rope that is held to the ceiling magnetically (magnet at top of rope and at ceiling.
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>>44519814
http://archive.4plebs.org/tg/search/text/%22murder%20Rube%20Goldberg%20machine%22/

Doesn't look like it. There are some hits on google for "murder rube goldberg machine" though, check there.
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>>44519548
http://www.d20srd.org/srd/conditionSummary.htm#panicked
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>>44519721
but they make perfect fucking sense in kobold lairs
>>44519756
i said i use kobolds stats right out of the book the thing about me running kobolds brutaly was just a slighty related remark little to do with the auctual traps more beacuse the 2 dangerous aspects of kobolds encourage caution when attacking anyway so the caution carrys over to the other side of it.

that paragraph is probably going to make no sense when i read it after posting but oh well your a massive fucking fagot so i dont care
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>>44519941
In that case, what you do is you make a chain on a pulley that makes a loop, round the outside of the room from top to bottom, so when they grab it they just pull the chain down to the consentacle pit without slowing particularly.
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>>44519990
So it resets by itself? That's even better!
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>>44519721
You are a very uncreative person if you don't understand how traps can be made interesting.
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>>44516687
What's even happening here? A rotating bridge? Why not just a collapsible bridge
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>>44520037
Scrolling through the thread, the examples are "eye stabber", "pit", "pit", "sharp rope", "magical realm", "pit", and "two pits".
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>>44520064
kek
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>>44520059
I think it is supposed to reset by itself.
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>>44520037
Please educate us, because the thread doesn't have any examples of interesting traps.
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>>44520082
How? What's happening?
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>>44520091
with gravity, itd on like rollers
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>>44520091
When the they are on one end of the trap, the bridge rotates so they fall. Then the bridge rotates back because while it is sideways, it is not balanced (that is why the middle part is raised).
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>>44520110
>>44520105
What's the top bit for?
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>>44520110
of course the middle part doesn't have to be raised. There could just be denser material in the center. Preferably covered with the same material as the rest of the floor, to make it less suspicious.

>>44520116
No idea.
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I like my traps to interact with the scene a bit more than "hah, hah, now you're fucked!"
Simple things like having a dog attack a player and they both end up falling into a pit trap(with pressure sensitive door) filled with sludge. So now that player is fighting a dog in the dark while the other players are trying to move around it during a fight with a morlock.

Or for example, monsters might try to lure players into a trap. My players have become a bit on guard for say "The fleeing monster runs along the left side of the hallway and then turns to face you"
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Or give a bit of a clue to the presence of traps. If the players are deep in the dungeon and suddenly find a bunch of furs in the ground, they might be obscuring an obvious trap.
Or for a ceiling dart trap, if the players specify that someone in the party is watching the ceiling(usually the archer) then tell them that they see holes in the ceiling up ahead.

Having traps be utterly invisible unless players make the right rolls is pretty bullshit. It doesn't encourage them to investigate their environment like traps should and relegates them to nothing more than a mechanical resource drain.
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>>44520174
This is on the right track; now the traps add an interesting tactical element to combat. Now the monsters need to try and push people into the trap; maybe disabling it allows for it to be used on the enemy (fire the ballista at the kobold!); maybe the trap is on a timer and needs to be regularly messed around with to stop it from just going off anyway.
>>44520218
This is also important, but I think most GMs will agree that players are frequently donkeys and ignore clues more than they pick them up. If you start spelling out T-R-A-P every time the party gets close to one, the players will almost always just freeze because of metagame knowledge even if they flunk their trap interaction roll of choice.
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some primitive traps can be surprisingly effective as are deadly. nothing short of thick plate armor acn stop this from fucking you up
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>>44520242
I remember in Teen Titans Go there was an incredibly obvious trap in the episode Starfire the Terrible that the heroes are suddenly pushed into.

in b4 'Teen Titans Go is bad' or 'Teen Titans Go is much worse than the original cartoon.
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Has a single detractor of traps present in this thread even thought about the possibility of Players using Traps as opposed to the GM using them? It's a great way to even the odds a bit when they're stacked against you.
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>>44520088
that art is misleading i tried reading it right to left.
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>>44520286
'Teen Titans Go is bad' or 'Teen Titans Go is much worse than the original cartoon.
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>>44519999
It doesn't even need resetting, it always is in an active position! It's cheaper than an illusion (unless it's an aftermarket addition). 1,000 gp might be less than the cost of having a small hole in the ceiling and floor and having a number of pulleys added.
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>>44520289
It's fine? A party setting a trap involves designing, gathering materials, building (in secret, probably, unless you want your incredible pit-based technology to be known by the kobolds), and eventually manipulating the enemy to get into it. That's cool.

A player runs into a trap that was apparently sprayed out from the dick of Satan, and then they make a Disable check to see if it blows up or not. That's lame. The cool part of the original story is not 1d4 orcs making DC20 Reflex saves to avoid falling into a pit.
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>>44520369
Well then that's the purpose of the thread, isn't it? To give trap ideas to players, and not GMs
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>>44520395
I know you're being facetious, but all these traps are in dungeons and are being triggered by doofy-looking humans in chain mail, like "Joe, the cocksure adventurer".
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>>44520414
>Not playing as monsters fighting adventurers

And in a non-sarcastic response, they're just images. It's literally just an image thread! Sure, the illustration of the trap in action may come from a GM perspective, but that's irrelevant here. It doesn't mean anyone present agrees with that form of GMing.
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so /tg/, how do you design an interesting, effective trap without overcomplicated mechanisms? something easy to set up but nothing too boring when it sets off or how it triggers?
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>>44520473
>Not overcomplicated

I bet your villains don't explain their plan when confronted by the hero too!
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>>44520473
A bunch of stairs leading up to a golden pyramid about the size of a chair.
One of the stair steps is just wooden painted like rock, tell PCs stepping on it makes creaking sounds.
Basicaly if the PC grabs the pyramid and tries to carry it downstair the step breaks,the PC probably trips and falls down the stairs with the pyramid following closely behind him.
If the PC has heavy armor the step should shatter when he climbs up instead of going down.
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>>44520438
As long as we're agreeing that it's basically just reading material and not that it's cool to unleash the dreaded Doublepit on players in some random hallway, yeah, of course.
>>44520473
Do you mean simple from an in-game perspective, or simple in how they're treated by the rules?
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>>44520473
>make big red button
>button kills people
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>>44520563
How? is the button made contact poison?
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>>44520572
You could just put a sharp nail covered in poison under the button so the PCs just don't rub it off with a hankerchief
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>>44520572
>attach button to death
>press button
>activates death
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>>44520572
>Button says "only the worthy will recieve the ultimate reward".
>Each party member pushes button
>nothing happens
>They all silently wonder over it through the years
>drink themselves to death
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>>44516677
Ah, good luck with that, my character has prosthetic eyes!
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>>44520600
>>44520597
>>44520583
what the fuck i made was a post about an instant death button why are you all trying to defend its logic
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>>44520640
In the end, it was you who pushed the button....the POST button.
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>>44520563
https://www.youtube.com/watch?v=NITBfc1EOBo
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>>44520603
Dude, that's still a knife getting wedged in your eyesocket. Prosthetic or not, that's still gonna be a problem.
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>>44520286
>Watching TTG
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>>44520532
no but the heroes to that to the villains though!
>>44520539
could work but wouldn't the pyramid get rolled away from player as it falls down than following behind him? assuming the player trips forward
>>44520542
simple as in in-game perspective. it doesn't require much planning but they're still easy enough to be brutally effective with potentially hilarious results if it sets off
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>>44520693
Good thing his prosthetic eyes are made out of TITANIUM
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>>44520473
Like this, of course.
Google Image search autocorrects "wutflies" to "botflies." I hope you're sorry.
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>>44520735
The idea is that if he grabs the pyramid he will most likely try to go down the stairs backward or atleast the first two steps before he can turn around
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>>44520744
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>>44520766
What is that called?

Also did they actually invent a creature that is basically a multi-layered trap?
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One trap I'm a fan off is a room or hallway with a ceiling that's extremely magnetic. On some other end is a monster with a switch. He can pull the switch to make armored character slam into the ceiling, then pull it again to make them fall.
The key to defeating it is to kill the monster and if the players disable the trap, they can use it again later in an adventure.
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>>44519511
Traps have what amounts to a single critical blow that can kill or cripple you. Your defense is that you have an infinite amount of time to find a way around it.
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I play mostly modern/sci-fi games. Are there examples of traps in published material for those too, like laser-grids and the like, or are traps only for pulp and fantasy?

To contribute to the thread, an article about trap conception:
http://theangrygm.com/ask-angry-traps-suck/

>>44519990
That one is really evil. I like it.
Even low-lethality version with a loop inside the room would be cool, where the player has to think about grabbing the two chains to stop sinking into the pit.
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Does anyone have those french comics with the little viking getting caught be insanely overcomplicated traps?
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>>44520826
The name we came up with was Wutflies, and yes, we did.
I was the one with the "you're a cool dude" bit.
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>>44521019
Game Over ? It's a spin-off from Kid Paddle.
The original is great, but nowadays it feels like they're milking the cash cow.
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>>44519629

For some reason someone edited their body colour to be the same as the walls behind them. Odd.
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>>44520064
What about the flour one?
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>>44520646
heh
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>>44521686
what flour one?
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>>44520064
Exactly. These traps are convoluted and defeated by having a single summoned creature or whatever walking ahead of the party. Pointless wankery.
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>>44519511
Where did the trap touch you anon?
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>>44518198
You'll like this one then (considering you told me what you don't like, but never told me what you do like, you shouldn't trust me on this).
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>>44522693
Cue endless discussions with your player to determine if the character used mediterranean or pinch draw.

Not to mention that you usually examine a weapon before using it. Every archer would test the tension of the string before shooting an arrow.
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>>44523189
I've never heard of diamond studded wire anywhere else. Most blades need flesh to slide against it in order to cut.

If you push your hand directly against the blade of a sword, it probably won't get cut unless you also slide your hand (I wouldn't recommend doing it unless you NEEDED to though).
https://www.youtube.com/watch?v=vwuQPfvSSlo

At worst I think your hand would get cut up a bit by the wire, but I don't think it would sever any fingers or get through the bones.
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>>44518198

the point of a lot of them isn't to instantly kill PCs but to make them super paranoid about everything - that loot on the floor? trapped, that rope? trapped, that floor? trapped.

When used by a competent GM, a spotted and disarmed trap should be as effective as a trap the PCs blunder into.
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>>44523472
tl;dr it slows the game to a crawl as the PCs start testing everything for traps?

That's an effective trap, is it?

Glad I've never used them except as part of an active killbox.
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How about a small shallow lagoon with treasure on a small island in the middle. The treasure is surrounded by an easily spotted rope trap that actually connects to nothing. Yet the water is murky and full of bear traps.
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>>44523389
Yeah, it'll cut the fuck out of you. The action of pulling the string causes the material to extend, sliding along your skin and causing the material to cut you.
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>>44522693
>Bow easily removes fingers just by starting a pull
>implying I won't hold the metal part and cut limbs off with my glowing hacksaw
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>>44523671

Yup, because by going on a mad quest for potential traps, they also increase their likelihood of NOT missing a secret door.

Again, a good GM knows how and why to slow a party down in the middle of a dungeon, and for that traps are perfect.

>>44523839

>"twang twang twang" goes your magic glowing hacksaw as you strike at the Goblin's limbs, cutting and sawing deeper into its flesh with each swing.
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>>44520693
I doubt a man with prosthetic eyes would have any interest in a spyglass.
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>>44523837
That's not how a bow works. If the string is elastic you cannot draw.

>>44524240
>they also increase their likelihood of NOT missing a secret door.
Are you implying that you make adventures that rely on a single skill check to progress ?
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>>44519629
>Why are they blue?
Dammit, Leslie, you can't just ask why someone is blue, you fucking racist!
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>>44523671
What's a kill box?
I'm Rocks fall, everyone dies?
Or is it the dungeon is filling with water and this floor will be full in about 10 turns. If you don't get out you'll probably drown?
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Is my trap interactive enough?
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Traps? Okay.
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>>44524579
You can voluntarily fail a will save. And are obliged to fail illusion will saves unless you suspect there is an illusion.
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>>44524720
If you fail the save you fall. The save is to believe in it.
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>>44524720
>obliged to fail illusion will saves unless you suspect there is an illusion
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>>44524756
>The save is to believe in it.

That's not how things work. You can fail a save to believe in an illusion anytime you want.
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>>44524773
Wait I was remembering the rules wrong. You just flat out don't get a save unless you suspect it's an illusion.
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>>44524720
The floor is translucent. You can see the monsters below, and this isn't a standard illusions case anyway since the Will save is actually to force yourself to believe in it, so it's just a special made-up-rules case that is well within the power of a DM.
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>>44524806
rewarding bad stats isn't necessarily fun.
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>>44524821
Then it's great that there is none of that happening.
>>
>>44524720
>And are obliged to fail illusion will saves unless you suspect there is an illusion.

That's also not how it works. You just don't get a save until you interact with the illusion in some way.

For example, you don't get a save against a silent image of a wall until you touch it or throw something that passes through it.

>>44524806
>since the Will save is actually to force yourself to believe in it

That's still not how it works. Don't be stupid.
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>>44524839
>That's still not how it works. Don't be stupid.
Yes it is how it works, because it's a dungeon room that was designed to work like that and is run by a DM. It's not even illogical or anything, it's literally the "leap of faith" fantasy trope.
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>>44524839
My understanding is you can declare that you suspect something is an illusion. For example if a character is in a dungeon and he hears a dog barking very clearly and loudly on the other side of what looks like a stone wall, well maybe that wall is an illusion because sound is clearly getting through quite well.
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>>44524831
It looks like the players want to fail the will save. That is easier when you are bad at will saves (e.g. negative wisdom modifier)
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>>44524579
>level 2 or 3 characters against two That Damned Crabs
>unless you pass an essentially Cleric/Druid-only will save, at which point they watch you die without their help
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>>44524939
Why would they want to fall into the water with the monsters? You get the XP for passing the room.
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>>44524873
>It's not even illogical or anything

Yes, it is. Literally everything else with illusions and Will saves is "you can choose to fail the Will save whenever you want to believe in the illusion".

>>44524913
No, it takes interaction, proof an illusion isn't real, or a warning from someone else. The "I disbelieve" thing is leftover gibberish from the incoherent illusion rules of AD&D 2e.

>Creatures encountering an illusion usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion.

>A successful saving throw against an illusion reveals it to be false, but a figment or phantasm remains as a translucent outline.

>A failed saving throw indicates that a character fails to notice something is amiss. a character faced with proof that an illusion isn't real needs no saving throw. If any viewer successfully disbelieves an illusion and communicates this fact to others, each such viewer gains a saving throw with a +4 bonus.
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>>44524977
I wasn't reading the trap carefully.
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>>44525020
No, it's not illogical. It doesn't break verisimilitude, it's very standard fantasy if anything, the characters with high willpower are better at the leap of faith; the only complaint you have is that you haven't seen it in a rulebook before, but that's fine as long as the room's rules are laid out clearly. You don't have to have your own page beforehand in the Player's Handbook to make something that it doesn't cover, don't be retarded.
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>>44525020
What edition did the disbelieve stop? Because I think some of it made it into 3.X
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>>44525099
2e. I just quoted the 3.X/3.P text on the subject.

>>44525084
>No, it's not illogical.

Yes, it is. A single thing working in a way that's opposite of literally everything else in the ruleset is illogical.
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>>44525084
>it's logical to have a trap where you have to succeed on a Strength check to not lift something
>it's logical to have a trap where you have to succeed on a Reflex save to let an attack hit you
>it's logical to have a trap where you have to succeed on a Knowledge roll to stay ignorant about something
>>
>>44525238
Okay, I give up. You're clearly going to That Guy anything no matter what for not being predefined in the PHB - this isn't even opposite to illusion rules, it's only a case not covered by them, and it doesn't offend any fantasy or roleplaying or even gaming sensibilities (it rewards strong stats, good decisions and multiple approaches like any challenge); just following the rules is the only thing that matters apparently. You must be a blast at the table.
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>>44525360
>this isn't even opposite to illusion rules

See >>44525337.
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>>44525337
Are you seriously comparing Leap of Faith to intentially failing something? It's not about trying to fail anything here. You succeed at trusting in the floor if you have a strong will, that's all there is to it. Don't try and flip it around semantically, that's all it is and you know it.
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>>44525411
>You succeed at trusting in the floor if you have a strong will

But that's not how illusions work.

How illusions work is "you believe in it and must successfully save to disbelieve".
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>>44524358
Why is that? (the string part)
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>>44527878
you could use a bow with an elastic string, but the only force involved is what the elasticity of the string can deliver, which isn't really enough force to fire an arrow very well

the force in a bow comes from the flexing of the stiff material used to make up the bow
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>>44527878
Sorry in advance if I dont explain it correctly (english is not my native language so I'm not familiar with the specialized terms) :
You have to bend the bow in order to provide the force that makes the arrow go forward. The bent bow will try to get to its initial position (slightly curved). So it pulls the sting, and since your arrow is on the sting, the arrow is pushed and goes into some motherfucker's neck somewhere on the other side of the field.
If the bow doesn't bend and the elastic sting provides the force, it's not a bow, it's a slingshot.
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>>44528228
>>44528395
I mostly came to that conclusion on my own (possibly because I already knew the bow bends). Your english is fine.
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