I am currently running Dead in Thay from Tales from the Yawning Portal. As such there may be some minor spoilers ahead.
The adventure is a large dungeon with many traps. I am running the adventure mostly using theater of the mind and I am stumped on how to use some of the traps. Some are straightforward such as character interacts with object, trap is triggered. In particular I am wondering how to run the pit traps. Most of these traps are in corridors between sections but some are in rooms with combat. So I have two related questions both using theater of the mind rather than miniatures.
Even if you don't use miniatures, you can still draw on graph paper (or use a program or online tool) Positioning is important when it comes to traps and area effects. If you don't have a visual way for players to know the exact dimensions of the space they are in, and a way for them to tell you where in that space they'd like to move, and are relying solely on theatre of the mind, then you have to be very descriptive. At the same time players need to also be descriptive and specific about where they want to be. Players do usually come up with a standard marching order. Disagreements over who was where doing what can be tiresome. If there's confusion then you need to have players who are okay deferring to your interpretation of events.
For exploration it's pretty simple: look at the character in fronts passive perception, if it's not high enough then he activates the trap (if you're feeling generous, make it a weak trap to get their attention).ttent that, if the players still don't actively look for traps then it's their own fault.
For combat, I agree with fromshus. You have to be very descriptive when describing enemy positions in relation to the room. A kobold might be holding his ground in the center of the hallway 20 feet from the party. If they know that kobolds are generally pretty cowardly, and like to use traps this might prompt them to check before rushing in. If not, then they might fall into the pit right in front of the kobold, or trip the wire, ect. Assuming again that the character running in doesn't notice it with his passive perception.
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I am currently running Dead in Thay from Tales from the Yawning Portal. As such there may be some minor spoilers ahead.
The adventure is a large dungeon with many traps. I am running the adventure mostly using theater of the mind and I am stumped on how to use some of the traps. Some are straightforward such as character interacts with object, trap is triggered. In particular I am wondering how to run the pit traps. Most of these traps are in corridors between sections but some are in rooms with combat. So I have two related questions both using theater of the mind rather than miniatures.
Any thoughts would be appreciated.
Even if you don't use miniatures, you can still draw on graph paper (or use a program or online tool) Positioning is important when it comes to traps and area effects. If you don't have a visual way for players to know the exact dimensions of the space they are in, and a way for them to tell you where in that space they'd like to move, and are relying solely on theatre of the mind, then you have to be very descriptive. At the same time players need to also be descriptive and specific about where they want to be. Players do usually come up with a standard marching order. Disagreements over who was where doing what can be tiresome. If there's confusion then you need to have players who are okay deferring to your interpretation of events.
For exploration it's pretty simple: look at the character in fronts passive perception, if it's not high enough then he activates the trap (if you're feeling generous, make it a weak trap to get their attention).ttent that, if the players still don't actively look for traps then it's their own fault.
For combat, I agree with fromshus. You have to be very descriptive when describing enemy positions in relation to the room. A kobold might be holding his ground in the center of the hallway 20 feet from the party. If they know that kobolds are generally pretty cowardly, and like to use traps this might prompt them to check before rushing in. If not, then they might fall into the pit right in front of the kobold, or trip the wire, ect. Assuming again that the character running in doesn't notice it with his passive perception.