New update. Traps!
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New update. Traps!
Thanks again
I'm doing all the articles.
Keep up the goodness. MUCH APPRECIATED!
I'm curious peoples' thoughts on this new article. The revisited way of doing traps is interesting.
I sort of like it.
I think they've added a lot of good discussion around traps. Info that is something that should be considered etc. Its a good start for a comprehensive guide/treatise. But, I don't think they have trap mechanics or design down as ... thoroughly or consistently as they could. Plus, I think a lot of the discussion would not make it into a printed product as it's too lengthy when you are paying per page.
I have mixed feelings about them moving away from mechanical/magical categories. Also, I don't like how complex traps are always about requiring three steps/checks to disable each component. I would design some that only require one stage or two (or maybe 4 or 5!).
Oh, and I had meant to check out how you had done the traps as NPC's. I'm thinking complex traps might need to be multiple NPCs to give them multiple initiatives. What did you do?
The NPC stats for 5e doesn't support traps directly (like the PF ruleset does) so I left the article as text. GMs have different ideas on how to best portray traps in FG. I'd rather not force one way on people, unless the 5e ruleset later adopts this format for traps. Then I'll go back and make the actual game assets, but I doubt the ruleset will since these traps are just playtest.