You don't want to narrate tapping sticks throughout the whole tomb of horrors |
This is not going to be a long post. It's just a little tip.
The following is usually my default rule. Instead of having the player declare that they are checking for traps, I just wait until a trap is sprung and have the PCs roll retroactively to see if they noticed the trap ahead of time and so were able to dodge it, roll to disarm it, &c.
When I notice that PC paranoia is slowing things too much, I often restate this procedure for the players.
This procedure is best for trapped chests, nefarious doors, cursed treasure, Arduinian hallways, and the like. It's probably good to have obviously dangerous areas in most situations. For instance, a swinging scythes hallway is something to solve, not to detect.
Give big ol' clues. Players will die in entertaining ways anyhow, and it won't be the DM's fault.
Share good posts with good goblins. Claytonian at the gmails.
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