by Zenithfleet » December 31st, 2012, 11:01 pm
G'day all,
A few questions and thoughts on adding traps that are especially hard to find with an automatic search.
I know other people have added 'checks' to searches - rolling a die to see if you succeed in finding the traps. Sometimes this is linked to Mind Points.
However, I'm a bit hazy on how this works in practice. If a Hero fails a 'search check', won't the next Hero just search again instead? I'm picturing a bit of a speed bump as the Heroes stop and do nothing but search and search and search until they finally pass the check and find out for certain if there are traps in that corridor.
Do you put pressure on them by having other threats (like monsters) around, giving them a limited time in which to check for traps before they move on?
Or do you not tell the Hero that whether they've passed or failed the check? (Rolling behind the Morcar screen a la D&D?) Do you just say 'You find nothing' and leave it to them to decide if that actually means the corridor is safe?
I had an idea of my own (which I used in one of my preview Quest Packs, but it unfortunately hasn't been playtested yet). In the Quest Notes, I marked certain traps as only discoverable if the searcher had a certain number of Mind Points.
No checks - it just depended on who was doing the searching.
For instance, one secret door could only be found by someone with Mind 3 or more, so the Barbarian wouldn't notice it.
Another was an extremely realistic magical illusion (a fake treasure chest poised over a hole in the floor) that only Mind 4+ characters (Elf or Wizard usually) could spot.
The Morcar player didn't tell the Heroes if they lacked the Mind value to find anything--they just said 'you find nothing'. They also didn't ever explain to the Heroes that some traps relied on Mind points. This was to keep them guessing as to why they sometimes stumbled into a trap in a room they thought they'd checked.
However, the Mentor parchment did warn the players that the Quest included especially well-concealed traps.
The thing is, this only works as long as the Heroes aren't told that Mind points are being used. If they knew that, they could just get the Wizard to do all the searching. (If they eventually figure it out for themselves, though, that would be fine.)
Do you reckon this is playing fair?