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mitchiemasha wrote:Well, the point with a pit trap... Once you know where it is, it's obvious. Once someone has fell init... it's a big pit, clear as day to see. Spear traps are a different story. As for the EU rules been BS as mentioned earlier, it's not BS it's just different, perhaps less fun but not BS.
Goblin-King wrote:I personally prefer the traps to stay hidden until sprung.
Why does the spear traps disappear when you search for traps?
You can have a whole room or corridor filled with spear traps; search and "poof" they are all gone. That's pretty close to BS in my book.
cornixt wrote:No reason why the quest writer can't specify that the traps have to be disarmed though.
Goblin-King wrote:cornixt wrote:No reason why the quest writer can't specify that the traps have to be disarmed though.
Isn't quest notes a wonderful tool?
cornixt wrote:Quest notes are what makes the game more than a hack and slash fest. You can put some pretty crazy stuff in a quest as a one-off. I don't know why everyone is so keen on making their updated HQ rules into a 100 page book that features every possible thing you could do. I'd much rather have 50 quests with a different unique rule in each one.
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