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Bruder Grimm

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Antw:Perception
« Antwort #15 am: 20. Mai 2015, 11:22:46 »

Make your trap interesting to disarm or interact with. Throw away your copy of Grimtooth's Traps which was a bad idea in the first place.
I don't think you're doing justice to Grimtooth's Traps here. The point of Grimtooth is exactly not to be standard damage dealer traps. Most are rather (admittedly partially quite weird) puzzle traps, which think outside the box depend on the players' decisions rather than their die rolls. Also, it has some examples of totally obvious traps which just wait for the PCs to spring them on themselves, and a bunch of mechanisms which not only maim but also embarass, humiliate and demoralize  ;D
So I think, Grimtooth is a great inspirational source for traps.
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Chrysophiles

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Antw:Perception
« Antwort #16 am: 21. Mai 2015, 12:26:13 »

I don't use these "Oh, you open the chest and are hit by a blade for d4 points of damage which is poisoned with a d10 poison", because such traps always bored me (as a player, but mostly when being the GM).

I think this kind of trap has ist merit, too, if implemented right. That has been said before in this thread: make the trap obvious enough that careful players don't fall for it blindly, but instead face the challenge of first identyfing the trap (which I would handle mostly without dice) and then disarming/circumventing it (which can be handled by dice rolls in many cases, especially with mechanical traps - after all, scouts have talents to help them with that - while others are better handled by magical means or pure description).

If you would like to incorporate traps of attrition, DS provides means for that other than simple hit point damage. Exhaustion points come to my mind, or spell-like effects. But I agree, these traps are not to everyone's tastes.
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amel

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Antw:Perception
« Antwort #17 am: 21. Mai 2015, 13:26:32 »

I don't think you're doing justice to Grimtooth's Traps here.

I probably did not read them carefully enough, then. All the traps I remember were just creative ways to kill PCs.

I guess, that means that you are right.  ::)
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amel

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Antw:Perception
« Antwort #18 am: 21. Mai 2015, 13:29:05 »

That has been said before in this thread: make the trap obvious enough that careful players don't fall for it blindly, but instead face the challenge of first identyfing the trap (which I would handle mostly without dice) and then disarming/circumventing it (which can be handled by dice rolls in many cases, especially with mechanical traps - after all, scouts have talents to help them with that - while others are better handled by magical means or pure description).

Into the Odd has a nice approach to traps: Every trap is detected easily, if the PCs are at least looking. Every trap is a puzzle in some way.
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MH+

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Antw:Perception
« Antwort #19 am: 21. Mai 2015, 13:44:30 »

Could you guys add some links? None of the two aforementioned works are known to me.
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amel

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Antw:Perception
« Antwort #20 am: 21. Mai 2015, 13:50:35 »

Could you guys add some links? None of the two aforementioned works are known to me.

Sure:

Into the Odd: http://soogagames.blogspot.de/ There is an abridged free version of the game on the right hand side.

Just google Grimtooth's Traps. It should be easy to find. It's a series of books with traps.
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