Fast Jimmy wrote...
I do love traps as a gameplay mechanic, but often I am rolling my eyes at their placement. Indiana Jones had traps, sure... but what point is there, logistically, to line tons of traps in a building? A chest or a safe... sure, I can see it. But to build a whole structure, with halls, corridors, rooms, etc, for no other reason than to hide away treasure is... highly unlikely. Gold, jewels, secret weapons, ancient artifacts... these only have value it you can access them when you need them. Discretion and more conventional security measures would be more pragmatic than a giant castle/dungeon/tomb/etc. that, essentially, is DARING people to come break in.
You're right. It *shouldn't* be that way. Littering a dungeon with "moar traps!" and "moar loot!" for no reason but to make a dungeon more deadly and more rewarding respectively is just uncreative laziness. Story should strictly dictate the placement of both.
-For one thing, the nature of the dungeon's creator/inhabitants should determine what you find within. An infamously diabolical mage's tower should indeed contain all matter of illusions, rune traps, and mage-based treasure. It should not, however, contain the Axe of the Dwarvish Lords (for example), or mechanical based traps. Because mages don't do that kind of stuff.
-Also, as a rule of thumb, Tombs shouldn't be trap heavy in and of themselves. Their difficulty should come in the way of 1) enemies; 2) secret passages/doors. Their loot rewards, though, should be suitibly massive. People are buried with their wealth. If your party is tomb raiding, then that wealth should become yours.
-Forts and modern enemy strongholds should never contain traps. Think about it. An enemy cannot use that stronghold efficiently if every hallway and door is trapped. And Kobolds/Orcs/Ogres are not smart enough to create elaborate traps anyway, even if they DID want their stronghold to be a series of death traps. Instead, all resistance should be in the form of hoards and armies of living enemies.
Of course, with all of the above, exceptions should be made, but again, story should dictate those exceptions
Modifié par Yrkoon, 24 octobre 2012 - 11:40 .