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Post by slayernz on Nov 27, 2013 2:00:35 GMT -5
Why is it that all of the enemy characters can walk over traps without slowing down yet my party gets stopped at the first trap square? It's just not fair I tells you :-) ... they should either stop before the trap, trigger it, or at least lose ap while moving over trap squares.
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Post by fallen on Nov 27, 2013 11:12:43 GMT -5
slayernz - generally, it's assumed the enemies set the trap or know about it.
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Post by slayernz on Nov 27, 2013 16:31:34 GMT -5
Yeah, but surely they must move slower over the trapped areas because they don't wanna trip the trap
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Post by beuns on Nov 27, 2013 16:48:27 GMT -5
That's a question that most of D&D players and GM are arguing about for as long as traps exists in RPGS dungeon. A good question that a player asked me someday was : "ok, so monsters know about traps, they are well aware of their location and functioning. So, this trap set in the middle of a corridor that my character has just sprung and get killed by it, how do they live in this dungeon since they can't pass through this corridor ?" I recognize that traps are part of the fun of playing into a dungeon (or a cave for HoS) but feeling that it's just meant to harm the player is a bit painful.
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Post by slayernz on Nov 27, 2013 17:06:54 GMT -5
In my mind, most monsters know that the trap is there, and maybe have even been trained on what to look for. As such, in an area that they know a trap exists, they are going to move with caution and not just barrel through at breakneck speed.
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Post by fallen on Nov 28, 2013 14:44:42 GMT -5
slayernz - technically, because of the way traps are built, this would be really hard to do. I will talk about it with Cory.
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