Traps on quests

Started by One_With_Nature, March 05, 2011, 01:12:37 PM

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One_With_Nature

oh and as making silly comparisons, the trap in question had a higher dc save the that of an implosion spell from a level 17 cleric with a similar outcome.

wcsherry

Traps are a quintessential element to D&D adventuring, and are likely here to stay my friends.

TheDarkMoon

Just saying.. this is another moronic thread.. like the kd, and Imp expertise banning.. someone just lock this. Traps arnt leaving end of story.

One_With_Nature

well obviously you haven't read the thread. It wasn't suggested that all traps should be removed but more like deadly traps used in moderation, more tasteful traps used (stun, gas, paralyse, dispel). There has actually been some constuctive inputs to this thread but these sarcastic, -moronic- comments are unhelpful and make you look like an idiot having not read the whole thread.

FlowerEatingElf

Erm. The deadly lightning traps on the few quests, usually DO have a warning.

Also, everyone and their mother, who has once done the quest, will remember that there is deadly shit there, and next time he does it, will bring a rogue alongside.

Or avoid the quest. Or trigger the trap with a summon. Yes, they are nasty. They are meant to be nasty. And should remain nasty.

Nuclear Catastrophe

Thread derailed.

Just be careful, troops, or the traps will get you :)

We also reserve full 100% rights to change trap power, location, or type as and when we like.