Wednesday, April 21, 2021

Thieves and Assassins Setting Traps

At last, a subject I've been too lazy to address.  Here, Tardigrade's comment earlier today was prescient:

"... By pointless I mean, situations where that skill is needed will hardly, if ever, come up. For example, in a funhouse style dungeon, traps are everywhere. In a magical 15th century setting, who in the world is building crossbow traps or putting needle traps in chests? Find and remove traps becomes a solution looking for a problem."


I can count the number of times I've had a player ask to set up a trap in a game on one hand.  If I add the times I've done it in someone else's game, double that number sounds about right.  Unquestionably, there ought to be players out there who would set traps up with every session, two or three times a session, if they had a mind for it.  Yet somehow, most people have an inherent sense that traps are a cruel and improper form of warfare; or they have a sneaking suspicion the trap's going to go off in their face and they'd rather not deal with it.

So, although I do mean to get around to substantively creating exhaustive rules on how to make traps, and exactly what sort of traps can be made with how much knowledge, I haven't had any call for it.  Players with the opportunity to pursue the ability don't.  When they have the ability they don't use it.  As such, Tardigrade's comment doesn't only apply to removing traps but setting them as well.

Which I find odd.  Since my beginning to play, there has been a love affair between players and traps that can be definitely be found in fetish land.  They're hardly covered in the original books, at least mechanically, but they're scattered everywhere in every dungeon environment like poplar fluff in late May.  The common examples like arrow traps, spear traps, falling blocks and doors, sliding walls, oil that pours out from the ceiling so that the trap can light it with a match, even illusionary walls, had to wait for pamphlets full of tricks and traps to explain how they worked, precisely ... and always in a way that would barely work with 20th century skills (remembering these ideas all come from the last century), much less the late 13th century, when most D&D takes place (that being the approximate era where Gygax's vision of combat, politics and social development coincide).

I've discussed this before, but briefly: traps are a problem.  It's nice if a trap pares a few hit points off a player, though in modern versions this is repaired with a fingersnap.  If a trap actually kills someone its a DM-Player relation problem.  It's not like a random encounter with a motivated tick ("enthusias-tick"), where the creature would probably have been dispatched early if the party hadn't been sloppy or unlucky.  Killer traps are designed to kill player characters, forcing us to ask, why does this trap even exist?  What game purpose does it serve?  Certainly not experience; and while traps might add a little tension, they're also a motivational wet blanket.  Take the trap out of the dungeon and players DON'T miss them; I've never had a party reach the end of a dungeon and tell me how disappointed they were it didn't have "more traps."

Which is why I feel the balance of traps ought to be in the player's hands; and like other skilled abilities, knowledgeable players ought to set up the same trap over and over with fail-safe capability.  A simple penalty can be imposed regarding how long it takes to set up a complex trap, how long to take it down and how the pieces have to be transported, as well as how much knowledge you have to have and how much the pieces cost.  This is only sensible.

And irrational traps that employ illusionary technology that doesn't exist in the books; or machinery that doesn't rust or seize up from dust; or heavy pieces under tension that just don't give even though the trap was set 8 years ago; well, either these things have to be explained "in game" by some form of magic, material or profoundly secret knowledge just not available to the common person.

Additionally, any one with trap setting skill ought to be able to "smell" a trap, within reason.  This constant "checking for traps" jargon is timewasting, dull and unneeded.  If skilled characters walk within 10 feet of a trap, whether or not they're looking, say, "Something is wrong."

"What?" asks the player.

"There are scratches around the door that no one else could see, but suggest to you that there's been some 'special work' done here.  You suspect a trap."

"Hm.  I look around the door."

I know.  DM's don't do this because, as ever, they think "the unknown" has this magic fairy dust that turns every straw campaign into gold.  But letting the players know up front that there's a trap draws their attention, gains their interest, makes them feel in control of their environment, which stuffs their chests full of pride and doesn't change a damn thing about still having to get past the trap without fucking up.  As I said with my last post, hiding information from a player is a bug, not a feature.

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