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TRAPS
Oct 9, 2012 20:01:28 GMT -5
Post by hasbinbad on Oct 9, 2012 20:01:28 GMT -5
I am dying to see all the traps you made.
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brianblather
Tool Gatherer
Troll #2 working at Troll Forged Minis
Posts: 75
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TRAPS
Oct 10, 2012 16:05:24 GMT -5
Post by brianblather on Oct 10, 2012 16:05:24 GMT -5
I would too, traps are an interesting build. Pits aside, anything with moving parts can be a builders nightmare or dream come true.
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TRAPS
Oct 11, 2012 16:26:41 GMT -5
Post by shadowmane on Oct 11, 2012 16:26:41 GMT -5
Hmmm... I think I know the answer, but how do you put a pit trap on a tile?
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TRAPS
Oct 11, 2012 17:05:27 GMT -5
Post by madladdesigns on Oct 11, 2012 17:05:27 GMT -5
Cut out the pit area then glue a piece of cardstock underneath and paint that to look like the pit, a bit like DM Scotty did for the stairs video. That's how I would do it.
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brianblather
Tool Gatherer
Troll #2 working at Troll Forged Minis
Posts: 75
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TRAPS
Oct 11, 2012 17:07:10 GMT -5
Post by brianblather on Oct 11, 2012 17:07:10 GMT -5
I concur, no need to get too fancy or deep in design. The simpler and easier to may the better.
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TRAPS
Oct 11, 2012 17:20:55 GMT -5
Post by hasbinbad on Oct 11, 2012 17:20:55 GMT -5
imho, traps can't be part of a tile because they would be really easy to detect OOC, and if you really went the extra mile and made that difficult, it wouldprobably be hard to "spring" the trap without completely disrupting everyones minis (say, if you had a covering over a pit). Also, you could never again use that tile without it having a trap. I'm envisioning traps that you can play over and around the players, like how some people use pipecleaner rings to show area of effect, but would look like a trap..
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TRAPS
Oct 11, 2012 17:21:28 GMT -5
Post by hasbinbad on Oct 11, 2012 17:21:28 GMT -5
I haven't started on work yet, but I've been kicking around some ideas like ^that.. DYING to see Scotty's traps before I get to work tho
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TRAPS
Oct 11, 2012 17:23:41 GMT -5
Post by madladdesigns on Oct 11, 2012 17:23:41 GMT -5
I was thinking more of a large open (bottomless ?) pit the players had to negotiate around the edges, rather than a pit that suddenly appears, so to speak.
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TRAPS
Oct 11, 2012 18:53:27 GMT -5
Post by hasbinbad on Oct 11, 2012 18:53:27 GMT -5
Ah!
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TRAPS
Oct 13, 2012 4:36:28 GMT -5
Post by dm1scotty on Oct 13, 2012 4:36:28 GMT -5
imho, traps can't be part of a tile because they would be really easy to detect OOC, and if you really went the extra mile and made that difficult, it wouldprobably be hard to "spring" the trap without completely disrupting everyones minis (say, if you had a covering over a pit). Also, you could never again use that tile without it having a trap. I'm envisioning traps that you can play over and around the players, like how some people use pipecleaner rings to show area of effect, but would look like a trap.. Traps are a good lead in to this question, how do I craft traps or other features without alerting the player that something is afoot? The answer can be as varied as what you are trying to do in your game. Sometimes you may want to give clues and other times you may want to hide your evil intent. A good trick is to throw in some visual red herrings so not everything is what it seems (make something look dangerous and play it up as the Dm but it is either mildly annoying and amusing or simply not dangerous). Crafting traps can be as varied as the trap. Some instant traps you can just roll the dice and tell the player what happens if they set it off (ex, a poison dart trap). Other traps, like pit traps I add to the encounter as soon as someone sets it off, (I simply lay down a black piece of cardstock the size and shape of the pit). In one multi-part encounter I did, the creature they were after was very cunning and if the players failed a tracking challenge, (which they did for every one teh-heh) they would blunder into one of its traps at the start of the encounter. For other traps the menace seems apparent and the goal of the players is to disarm or disable the annoying or deadly trap. In my latest adventure the characters spot an old dwarven cannon on a ledge and it seemed to be just a long forgotten unmanned defense cannon but it turns out to be a golem that fires balls of lightning at the players. (always keep um guessing). To sum up, you must decide as a DM crafter, will you give a visual clue or will the trap be hidden and the players must discover it or some combination of the two. And lastly, don't forget the red herrings to throw off your players (these can be some fun RPG moments as the players sweat over the trap for nothing).
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TRAPS
Nov 4, 2012 3:09:22 GMT -5
Post by onethatwas on Nov 4, 2012 3:09:22 GMT -5
Simply because I love Kobolds (Or anything really that seems to be an easy challenge but is maddeningly difficult when certain situations are right), I designed a dungeon that was essentially one big trap. A few ideas Follow(I'll post this on the thread I've created too just so people can find it sorted among the madness of all my brainchildren...):
1) Craft: Basketweaving. Wicker crafted floors make for EXCELLENT pit traps, especially if the entire floor is riddled with hidden pits underneath the wicker. Obviously, paint the floor to look like a wicker woven mat from wall to wall (like some oriental buildings have), and when the PC's hit a section with a pit underneath, place a pit marker. Garaunteed to make your PC's nervous about walking on wicker floors ever again ^_^
2) Greased ropes. Easy to craft, not easy to spot. Simply get a bit of twine and have it anchored from a wire armiture or something similar. Have something nasty underneath the rope (a bottomless pit for instance. Or a pit filled with otyughs. Crocodiles are yesterday...)
3) Swinging Axe/Sword trap: Using a simple mouse-trap style spring (Read: Not from an actual mouse trap! Try clothes pins instead at the very least), you can almost certainly set up an actual trap that functions. However, even simple representations can work. I'm sure inspiration can be wrought from DM Scotty's video about a spear trap here.
4) Scree! As in loose, sharp edged rock. On a slope. Again, easy to represent. Not so obvious as a trap...especially if there is a barricade of spears at the bottom of a steep incline underground, where visibility is near zero.
5) Never underestimate the fear inspired by a room that is magically darkened. Especially if the PC's can't dispell it (A light spell of a higher level must be cast to overcome the darkness...). A Darkmantle somehow managed to intimidate PC's well beyond the limit's of it's CR rating simply because they didn't know how many enemies were in the room, what other nasty surprises I had, etc. And all you have to do is paint the tile Matte Black.
6) Falling blocks/rolling boulders. Easy answer: Wooden blocks/balls found at your hobby store. Have fun.
With traps, keep in mind that sometimes a very simple idea can make for a very good trap. It also inspires interesting solutions. For the wicker trap, My PC's decided after spending hours agonizing over distributing their weight along the wicker by crawling (made the dungeon crawl quite literal) to burn the wicker. Which caused another hazard: Smoke. They overcame it in the end, but it was an interesting problem for them.
Also note that some traps don't need to be portrayed visually. Poisoned doorknobs would be hard to portray with paint on such a small model, so don't bother.
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TRAPS
Nov 7, 2012 9:08:33 GMT -5
Post by hideousprime on Nov 7, 2012 9:08:33 GMT -5
What about the classic bearskin rug trap?
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TRAPS
Nov 7, 2012 11:14:13 GMT -5
Post by danielc on Nov 7, 2012 11:14:13 GMT -5
Traps are a good lead in to this question, how do I craft traps or other features without alerting the player that something is afoot? I think this is a hard line to walk. I have found myself guilty of telegraphing to the players without realizing I am. Soemtimes ti is the way I ask a question. Sometimes it is the way I discribe things. I think it would be hard to not give some clues without yoru meaning to do so. I am looking forward to hearing various ideas others have. This shoudl be interesting.
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luciano
Paint Manipulator
Posts: 202
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TRAPS
Jul 17, 2013 18:44:36 GMT -5
Post by luciano on Jul 17, 2013 18:44:36 GMT -5
Pics, pics, I wanted to see pictures!! :-)
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