Traps and puzzles

Bortas
Bortas
edited October 2014 in General Discussion
Hey gang, looking for ideas -

One thing I have always struggled with is inclusion of traps. I want them to feel realistic, but I don't want to have the rogue spend every 10 seconds "I check for traps", but I also want to have them be there and useful and sensible. Any thoughts?

Part 2 of my issue - how do you include puzzles for the characters to solve? At one point, I looked up some simple logic puzzles, and they solved them, but I found it to be somewhat... unsatisfying. How do you handle this in your campaign?

Thanks,
-bort
"Morwindl":http://morwindl.obsidianportal.com

Comments

  • cgregory
    cgregory
    Posts: 780 edited October 2014
    I sometimes include traps in combats. But yeah they can be an issue.

    If you are looking puzzles dungeon used to have a series of adventures called Challenge of Champions. Many of the challenges were quite good. The earlier ones are 1st and 2nd edition D&D, but the later ones were D&D 3.5. Each adventure had 10 challenges

    The issues were #58, #69, #80, #91, #108, #138

    A quick search revealed the PC handout for one of them (I believe from issue 108 or 138)

    https://paizo.com/download/dungeon/ChallengeOfChampions.pdf

    Cgregory
    Current Campaign: "Devils and Dilettantes":https://devils-and-dilettantes.obsidianportal.com
    Post edited by cgregory on

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  • cgregory
    cgregory
    Posts: 780
    Also an old adventure called Gorgoldand's Gauntlet contained a number of puzzles. You might be able to steal them or modify them.

    http://www.dndadventure.com/ftp/adv_gauntlet.zip


    cgregory
    Current Campaign: "Devils and Dilettantes":https://devils-and-dilettantes.obsidianportal.com/

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  • Bortas
    Bortas
    Posts: 645
    Gorgoldand's Gauntlet is a good one, having a hrad time finding the Challenge of Champions, but looking!

    How do you guys handle the balance between too many search checks and never giving the rogue a chance?

    -bort
    "Morwindl":http://morwindl.obsidianportal.com
  • cgregory
    cgregory
    Posts: 780
    I run pathfinder and every rogue in our gaming group has taken the trap spotter rogue talent since we moved to pathfinder, so i roll secretly whenever there is a trap. It basically stops all the "i search for traps" every 5 feet issue we had in 3.5.

    http://paizo.com/prd/classes/rogue.html#rogue

    Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.



    Try looking at ann archive

    http://www.annarchive.com/dungeon.html

    cgregory
    Current Campaign: "Devils and Dilettantes":https://devils-and-dilettantes.obsidianportal.com/

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  • Bortas
    Bortas
    Posts: 645
    Hmmm. It occurs to me, that should not be a feat to spend, but just a house rule, makes too much sense for smooth gameplay without breaking anything.

    -bort
    "Morwindl":http://morwindl.obsidianportal.com/
  • cgregory
    cgregory
    Posts: 780
    Rogue talents aren't exactly feats, just class features. Rogues in pathfinder get feats every odd level and rogue talents every even level. But yeah, it certainly is easy enough and not game breaking to just make it a class feature of any class with the trap finding ability.

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  • cgregory
    cgregory
    Posts: 780
    BTW if you are trying to figure out how to incorporate the challenges from the Challenge of Champions into your adventures. In many cases, i simply used semi real illusions with contingency spells punishing those who break the "rules" of the challenge. Teleports work nicely enough.

    cgregory
    "Devils and Dilettantes":https://devils-and-dilettantes.obsidianportal.com/dashboard

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